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THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS

16 de junho de 2026 atualizado por: Gönül Elpeze, Gaziantep Islam Science and Technology University

THE EFFECTS OF VIRTUAL REALITY AND VIDEO GAME-BASED EXERCISE PROGRAMS ON PHYSICAL FITNESS AND ATTENTION LEVELS IN HEALTHY ADOLESCENTS

Studies comparing aerobic exercise with virtual reality or video game technologies to traditional games and classical exercise have been conducted in healthy adolescents, but no studies comparing virtual reality and video game technologies have been found. Based on all this, we aimed to investigate the effect of virtual reality and video game-based exercise programs on physical fitness and attention levels in healthy adolescents. The study was planned as a quantitative experimental randomized controlled trial. Healthy individuals aged 10-18 years who meet the inclusion criteria will be evaluated during the dates of the study. Individuals will be divided into 3 groups: a classical physical activity group, a virtual reality group, and a video-based game group. Each program will be implemented for 20-30 minutes, three days a week for eight weeks. The Physical Activity Scale for Adolescents was used to evaluate the physical activity of the individuals, the Multidimensional Body-Self Relationship Scale was used to measure body image, and the Exercise Benefit/Barrier Scale was used to measure exercise perception. To measure attention, balance, and reaction time, the D2 Attention Test, Y-Balance Test, and Nelson's Hand Reaction Test will be administered, respectively. In the virtual reality and video-based game group, the games played by participants will be similar to the physical activities performed in the classic exercise group. One or more games incorporating these physical activities will be selected.

Visão geral do estudo

Tipo de estudo

Intervencional

Inscrição (Estimado)

48

Estágio

  • Não aplicável

Contactos e Locais

Esta seção fornece os detalhes de contato para aqueles que conduzem o estudo e informações sobre onde este estudo está sendo realizado.

Contato de estudo

Locais de estudo

      • Gaziantep, Turquia (Türkiye)
        • Recrutamento
        • Gaziantep Islamic Science and Technology University
        • Contato:

Critérios de participação

Os pesquisadores procuram pessoas que se encaixem em uma determinada descrição, chamada de critérios de elegibilidade. Alguns exemplos desses critérios são a condição geral de saúde de uma pessoa ou tratamentos anteriores.

Critérios de elegibilidade

Idades elegíveis para estudo

  • Filho
  • Adulto

Aceita Voluntários Saudáveis

Sim

Descrição

Inclusion Criteria:

  • Volunteering to participate in the study
  • Being an adolescent aged 10-18 years
  • Having a score below 4 on the Physical Activity Scale for Adolescents

Exclusion Criteria:

  • Having any physical disability that would prevent participation in the exercise program
  • Having upper or lower extremity orthopedic disease
  • Having a score above 4 on the Physical Activity Scale for Adolescents

Plano de estudo

Esta seção fornece detalhes do plano de estudo, incluindo como o estudo é projetado e o que o estudo está medindo.

Como o estudo é projetado?

Detalhes do projeto

  • Finalidade Principal: Prevenção
  • Alocação: Randomizado
  • Modelo Intervencional: Atribuição Paralela
  • Mascaramento: Solteiro

Armas e Intervenções

Grupo de Participantes / Braço
Intervenção / Tratamento
Comparador Ativo: physical exercise group
This group served as an active control group. Participants in this group followed a traditional physical exercise program consisting of real-world soccer and basketball, in order to provide a baseline benchmark for the digital game-based intervention groups.
This group practiced using real sports equipment. The training program included kicking a soccer ball into a goal and a basketball into a hoop. The intervention was implemented for 20 minutes, 3 days a week, for a total of 8 weeks.
Experimental: Xbox Exercise Group
Participants followed a game-based exercise program using the Xbox video game console.
Participants in this group underwent a game-based exercise program using an Xbox video game console. The training protocol consisted of active video games simulating soccer and basketball, mirroring the tasks performed by a traditional exercise group. The intervention was administered three times a week for a total of eight weeks, with 20-minute sessions per week.
Experimental: VR Exercise Group
Participants performed a virtual reality-based exercise program using VR glasses.
Participants in this group underwent a virtual reality-based exercise program using virtual reality glasses. The training protocol consisted of immersive virtual reality games simulating soccer and basketball in a fully immersive digital environment, mirroring the tasks performed by a traditional exercise group. The intervention was administered three times a week for eight weeks, with 20-minute sessions per week.

O que o estudo está medindo?

Medidas de resultados primários

Medida de resultado
Descrição da medida
Prazo
Nelson Hand Reaction Test
Prazo: From enrollment to the end of treatment at 8 weeks
Reaction time was measured using a digital assessment system to evaluate cognitive-motor processing speed. Scores were recorded in seconds. Lower scores (shorter times) indicate faster reaction speed and better neurocognitive or sensorimotor performance.
From enrollment to the end of treatment at 8 weeks
Y-Balance Test
Prazo: From enrollment to the end of treatment at 8 weeks
The Y-Balance Test was used to assess dynamic balance and neuromuscular control. Scores were recorded in centimeters for the anterior, posterior medial, and posterior lateral directions. Higher scores indicate better dynamic balance.
From enrollment to the end of treatment at 8 weeks
D2 Test of Attention
Prazo: From enrollment to the end of treatment at 8 weeks
The D2 Attention Test is an attention test used to measure selective and sustained attention. The total number of items processed (quantitative performance) is scored after errors are removed. Higher scores indicate better attention and concentration capacity.
From enrollment to the end of treatment at 8 weeks

Medidas de resultados secundários

Medida de resultado
Descrição da medida
Prazo
Adolescent Physical Activity Questionnaire
Prazo: From enrollment to the end of treatment at 8 weeks
The Adolescent Physical Activity Questionnaire was used to assess participants' levels of physical activity. The questionnaire evaluates the frequency, duration, and type of physical activity performed by adolescents. Higher overall scores indicate a higher level of physical activity.
From enrollment to the end of treatment at 8 weeks
Exercise Benefits/Barriers Scale
Prazo: From enrollment to the end of treatment at 8 weeks
This measure assesses participants' mental evaluations of physical activity, including their attitudes toward exercise and perceived benefits and barriers to it. Higher scores indicate a more positive outlook on exercise and a greater awareness of its benefits.
From enrollment to the end of treatment at 8 weeks
Children's Body Image Scale
Prazo: From enrollment to the end of treatment at 8 weeks
This measurement assesses participants' thoughts, feelings, and attitudes toward their own bodies from a self-attitude perspective. It includes subscales that evaluate body image satisfaction, perception of physical capacity, and health. Higher scores indicate a more positive perception of body image.
From enrollment to the end of treatment at 8 weeks

Colaboradores e Investigadores

É aqui que você encontrará pessoas e organizações envolvidas com este estudo.

Datas de registro do estudo

Essas datas acompanham o progresso do registro do estudo e os envios de resumo dos resultados para ClinicalTrials.gov. Os registros do estudo e os resultados relatados são revisados ​​pela National Library of Medicine (NLM) para garantir que atendam aos padrões específicos de controle de qualidade antes de serem publicados no site público.

Datas Principais do Estudo

Início do estudo (Real)

15 de novembro de 2025

Conclusão Primária (Real)

15 de abril de 2026

Conclusão do estudo (Estimado)

30 de agosto de 2026

Datas de inscrição no estudo

Enviado pela primeira vez

16 de junho de 2026

Enviado pela primeira vez que atendeu aos critérios de CQ

16 de junho de 2026

Primeira postagem (Real)

22 de junho de 2026

Atualizações de registro de estudo

Última Atualização Postada (Real)

22 de junho de 2026

Última atualização enviada que atendeu aos critérios de controle de qualidade

16 de junho de 2026

Última verificação

1 de junho de 2026

Mais Informações

Termos relacionados a este estudo

Termos MeSH relevantes adicionais

Outros números de identificação do estudo

  • VIRTUAL REALITY AND VIDEO GAME

Plano para dados de participantes individuais (IPD)

Planeja compartilhar dados de participantes individuais (IPD)?

INDECISO

Informações sobre medicamentos e dispositivos, documentos de estudo

Estuda um medicamento regulamentado pela FDA dos EUA

Não

Estuda um produto de dispositivo regulamentado pela FDA dos EUA

Não

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