Skip to content

Electronic Games to Aid Motivation to Exercise (eGAME) Pilot Phase

A pilot study to test the feasibility of a large randomised controlled trial to assess the effectiveness of active video games to increase physical activity and decrease body mass in children.

Status
Completed
Phases
Phase 3
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12606000018516
Acronym
eGAME
Enrollment
20
Registered
2006-01-11
Start date
2006-02-01
Completion date
Unknown
Last updated
2020-01-13

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

Twenty children were randomised: 10 received an active video game upgrade package and 10 received no intervention. Follow-up data were available for all study participants (100%). On average, study participants were 12 (SD 1.5) years of age and 40% were female. Their mean baseline BMI was 19.7 (SD 3.6) kg/m2 and they played an average of 80 (SD 72) minutes of electronic games per day. Video game playing Over the 12-week intervention period, children in the intervention group spent less total time playing all video games compared to those in the control group (54 versus 98 minutes/day [difference = -44 minutes/day, 95% CI [-92, 2]], p = 0.06). Children in the intervention group also tended to spend more time playing active video games compared to those in the control group (41 compared with 27 minutes/day [difference = 14 minutes/day, 95% CI [-15, 43], p = 0.3). The average time spent playing inactive games in the intervention group was significantly lower compared to the control group (47 versus 99 minutes/day [difference = -52 minutes/day, 95% CI [-101, -2]], p = 0.04). Physical activity levels On average participants provided 12.1 hours (SD 1.4) of activity count data per day. Physical activity (counts per minute) measured with an accelerometer was higher in the active video game intervention group compared to the control group (mean difference at 6 weeks = 194 counts/min [95% C.I. 32, 310], p = 0.04, and at 12 weeks = 48 counts/min [95% C.I. -153, 187], p = 0.6). There were no significant differences in time spent in moderate and vigorous physical activities between the two groups as measured by accelerometer (p > 0.4), record (p > 0.3), or mean PAQ-C (p > 0.3) scores. When all activity time was combined (light, moderate, and vigorous), boys were more active than girls (p < 0.05). Waist circumference and BMI Encouraging trends in the intervention group towards reductions in weight and waist circumference were observed. The mean difference in body weight between groups from baseline to 12 weeks was -0.13 kg (95% C.I. -1.97, 1.7), p = 0.9, while the mean difference in waist circumference between groups from baseline to 12 weeks was -1.4 cm (95% C.I. -2.68, -0.04), p = 0.04. However, the pilot study was not adequately powered to detect differences in anthropometric outcomes.

Interventions

This study will compare the effect of an active video game upgrade (EyeToy) of PlayStation2 to standard PlayStation2 video gaming. Specifically, participants will be randomly allocated to an an active video upgrade for a period of 12 weeks. A repeated measures design will ensure participants are assessed at 3 time points over the 12 weeks of the study.

Sponsors

Clinical Trials Research Unit
Lead SponsorUniversity

Study design

Allocation
Randomised controlled trial
Intervention model
Factorial
Primary purpose
Prevention
Masking
Open (masking not used)

Eligibility

Sex/Gender
All
Age
10 Years to 14 Years
Healthy volunteers
No

Inclusion criteria

Pilot Study • Is a child aged between 10 and 14 years• Owns a video gaming console (Playstation2)• Able to give written informed assent to participate in the study• Parent or guardian/caregiver over the age of 18 years able to provide written informed consent• Must be able to communicate in English

Exclusion criteria

Participants are ineligible if they:• Own and play PlayStation EyeToy video games• Have participated in a previous phase of the study • Have a medical condition which limits their ability to exercise safely.

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026