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Electronic Games to Aid Motivation to Exercise (eGAME)

Active Video Games to Improve Body Composition and Physical Activity in Children

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12607000632493
Acronym
eGAME
Enrollment
330
Registered
2007-12-12
Start date
2008-02-01
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

The main objective of this study is to determine the effects of active video games over 6 months on: body mass index (BMI), percent body fat, waist circumference, cardio-respiratory fitness, and physical activity levels in children.

Interventions

Active video games (Sony EyeToy). Children will receive an upgrade to their existing gaming hardware. Observation over 6 months will establish use of the upgrade as well as associated changes to physical activity levels and body composition.

Sponsors

Ralph Maddison
Lead SponsorUniversity

Study design

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

Eligibility

Sex/Gender
All
Age
10 Years to 14 Years
Healthy volunteers
Yes

Inclusion criteria

Potential participants will be eligible to participate if they are =10 and <15 years, live in the greater Auckland area, own PlayStation2 or 3, play video games for 2 or more hours per week and are overweight according to Cole international cut-off values.

Exclusion criteria

Potential participants will be excluded if they already own active video games or have a medical condition that would prohibit exercise.

Outcome results

None listed

Source: ANZCTR · Data processed: Mar 29, 2026