THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS
2026年6月16日 更新者: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.
研究概览
地位
招聘中
研究类型
介入性
注册 (估计的)
48
阶段
- 不适用
联系人和位置
本节提供了进行研究的人员的详细联系信息,以及有关进行该研究的地点的信息。
学习联系方式
- 姓名:Gönül ELPEZE, Assistant Professor
- 电话号码:+90 342 909 75 00
- 邮箱:gonul.elpeze@gibtu.edu.tr
学习地点
-
-
-
Gaziantep、土耳其(türkiye)
- 招聘中
- Gaziantep Islamic Science and Technology University
-
接触:
- Gönül ELPEZE, Assistant Prof
- 电话号码:0 90 342 909 75 00
- 邮箱:gonul.elpeze@gibtu.edu.tr
-
-
参与标准
研究人员寻找符合特定描述的人,称为资格标准。这些标准的一些例子是一个人的一般健康状况或先前的治疗。
资格标准
适合学习的年龄
- 孩子
- 成人
接受健康志愿者
是的
描述
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
学习计划
本节提供研究计划的详细信息,包括研究的设计方式和研究的衡量标准。
研究是如何设计的?
设计细节
- 主要用途:预防
- 分配:随机化
- 介入模型:并行分配
- 屏蔽:单身的
武器和干预
参与者组/臂 |
干预/治疗 |
|---|---|
|
有源比较器: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.
|
|
实验性的: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.
|
|
实验性的: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.
|
研究衡量的是什么?
主要结果指标
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
|
Nelson Hand Reaction Test
大体时间: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
大体时间: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
大体时间: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
|
次要结果测量
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
|
Adolescent Physical Activity Questionnaire
大体时间: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
大体时间: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
大体时间: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
|
合作者和调查者
在这里您可以找到参与这项研究的人员和组织。
研究记录日期
这些日期跟踪向 ClinicalTrials.gov 提交研究记录和摘要结果的进度。研究记录和报告的结果由国家医学图书馆 (NLM) 审查,以确保它们在发布到公共网站之前符合特定的质量控制标准。
研究主要日期
学习开始 (实际的)
2025年11月15日
初级完成 (实际的)
2026年4月15日
研究完成 (估计的)
2026年8月30日
研究注册日期
首次提交
2026年6月16日
首先提交符合 QC 标准的
2026年6月16日
首次发布 (实际的)
2026年6月22日
研究记录更新
最后更新发布 (实际的)
2026年6月22日
上次提交的符合 QC 标准的更新
2026年6月16日
最后验证
2026年6月1日
更多信息
与本研究相关的术语
计划个人参与者数据 (IPD)
计划共享个人参与者数据 (IPD)?
未定
药物和器械信息、研究文件
研究美国 FDA 监管的药品
不
研究美国 FDA 监管的设备产品
不
此信息直接从 clinicaltrials.gov 网站检索,没有任何更改。如果您有任何更改、删除或更新研究详细信息的请求,请联系 register@clinicaltrials.gov. clinicaltrials.gov 上实施更改,我们的网站上也会自动更新.