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- Ensaio Clínico NCT07660822
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
Status
Recrutamento
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
- Nome: Gönül ELPEZE, Assistant Professor
- Número de telefone: +90 342 909 75 00
- E-mail: gonul.elpeze@gibtu.edu.tr
Locais de estudo
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Gaziantep, Turquia (Türkiye)
- Recrutamento
- Gaziantep Islamic Science and Technology University
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Contato:
- Gönül ELPEZE, Assistant Prof
- Número de telefone: 0 90 342 909 75 00
- E-mail: gonul.elpeze@gibtu.edu.tr
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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 |
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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.
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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.
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Experimental: Xbox Exercise Group
Participants followed a game-based exercise program using the Xbox video game console.
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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.
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Experimental: VR Exercise Group
Participants performed a virtual reality-based exercise program using VR glasses.
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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.
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O que o estudo está medindo?
Medidas de resultados primários
Medida de resultado |
Descrição da medida |
Prazo |
|---|---|---|
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Nelson Hand Reaction Test
Prazo: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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Y-Balance Test
Prazo: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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D2 Test of Attention
Prazo: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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Medidas de resultados secundários
Medida de resultado |
Descrição da medida |
Prazo |
|---|---|---|
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Adolescent Physical Activity Questionnaire
Prazo: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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Exercise Benefits/Barriers Scale
Prazo: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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Children's Body Image Scale
Prazo: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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Colaboradores e Investigadores
É aqui que você encontrará pessoas e organizações envolvidas com este estudo.
Patrocinador
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
Palavras-chave
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
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