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Recruiting NCT07660822

THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS

No phase Interventional Physical Activity Body Image Exercise Perception Balance

For patients and families

In plain language

An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.

What is being studied
The protocol lists: Conventional Physical Exercise Program, Xbox Console-Based Exercise Program, Virtual Reality-Based Exercise Program.
Who it may be relevant to
Registry conditions: Physical Activity, Body Image, Exercise Perception, Balance. Basic parameters: 10 years — 18 years · All.
What needs checking
Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
Where it takes place
Turkey (Türkiye)
Next step
Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
Official title

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

Overview

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.

Interventions

  • Other Conventional Physical Exercise Program
    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.
  • Other Xbox Console-Based Exercise Program
    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.
  • Other Virtual Reality-Based Exercise Program
    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.

Primary outcome measures

  • Nelson Hand Reaction Test [Time frame: From enrollment to the end of treatment at 8 weeks]
  • Y-Balance Test [Time frame: From enrollment to the end of treatment at 8 weeks]
  • D2 Test of Attention [Time frame: From enrollment to the end of treatment at 8 weeks]
Secondary outcome measures (3)
  • Adolescent Physical Activity Questionnaire [Time frame: From enrollment to the end of treatment at 8 weeks]
  • Exercise Benefits/Barriers Scale [Time frame: From enrollment to the end of treatment at 8 weeks]
  • Children's Body Image Scale [Time frame: From enrollment to the end of treatment at 8 weeks]

Eligibility criteria

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

Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.

Healthy volunteers: Yes

Study design

Allocation
Randomized
Model
Parallel assignment
Masking
Single blind
Primary purpose
Prevention

Study locations

Turkey (Türkiye) · 1 center
  • Gaziantep Islamic Science and Technology University — Gaziantep

Identifiers

NCT: NCT07660822 · VIRTUAL REALITY AND VIDEO GAME

Primary sources (government registries)

View this study on ClinicalTrials.gov ↗