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Effect of Health Video game

Effect of Health video games on anthropometry and promotion of Intrinsic motivation, self-efficacy and Preference Diet patterns and motor activity in 9-12 year old students

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
IRCT
Registry ID
IRCT20130317012830N33
Enrollment
128
Registered
2019-01-02
Start date
2018-11-21
Completion date
Unknown
Last updated
2019-01-29

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

Conditions

Preventing Obesity.

Interventions

Intervention 1: Intervention group: In this research, a researcher-made video game will be used
this video game will use healthful 3D collections and animated characters to tell stories, according to numerous text and review reviews and guides. Supervisor professors, bookstores and various scien
each session will play about 40 minutes It will take time.At each stage of the game it is not possible to go to the next stage
after the specified time for each stage, it is possible to advance to the next stage. Companies in the test group will play a video game at home according to the program of remembrance, both Such a re

Sponsors

Boushehr University of Medical Sciences
Lead Sponsor

Eligibility

Sex/Gender
All
Age
9 Years to 12 Years

Inclusion criteria

Inclusion criteria: All students aged 9-12 years Interest in playing video games Having a mobile or tablet Having BMI Between Percentiles Fifty to Ninety-Five

Exclusion criteria

Exclusion criteria: Having a physical illness like seizure disorders Having a special diet

Design outcomes

Primary

MeasureTime frame
Promotion Diet patterns ( Intrinsic motivation, self-efficacy and Preference ). Timepoint: Before intervention; immediately after intervention;  6 weeks after intervention;  6 months after intervention. Method of measurement: Diet patterns Questionnaire:  To assess food patterns, three questionnaires (Preference , intrinsic motivation and self-efficacy) will be used.

Secondary

MeasureTime frame
Promotion motor activity( Intrinsic motivation, self-efficacy and Preference ). Timepoint: Before the intervention; immediately after the intervention; 6 weeks after the intervention; and 6 months after the game . Method of measurement: To assess motor activity, three questionnaires (Preference questionnaire, intrinsic motivation and self-efficacy) were used.

Countries

Iran (Islamic Republic of)

Contacts

Public ContactFaezeh Jahanpour

Boushehr University of Medical Sciences

f.jahanpour@bpums.ac.ir+98 33 3345 0178

Outcome results

None listed

Source: IRCT (via WHO ICTRP) · Data processed: Feb 4, 2026