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Investigating the Relationship between Exercise and Self-Efficacy Using an App Game

Effects of Gamification App-Based Exercise on Self-Efficacy - Effects of Gamification App-Based Exercise on Self-Efficacy

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
JPRN
Registry ID
JPRN-UMIN000049221
Enrollment
180
Registered
2022-10-18
Start date
2022-10-24
Completion date
Unknown
Last updated
2026-06-29

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

Conditions

Self-efficacy

Interventions

Exercise using an app game for 30 minutes per session, twice a week for 4 weeks Walking for 30 minutes per session, twice a week for 4 weeks No exercise instructions for 4 weeks

Sponsors

Hamamatsu University School of Medicine Graduate School of Medicine, Nursing
Lead Sponsor

Eligibility

Sex/Gender
Female

Inclusion criteria

Inclusion criteria: Healthy women with no exercise habits

Exclusion criteria

Exclusion criteria: Patients with a history or current medical condition that would be aggravated by exercise. Those with a history or current history of psychiatric disorders Women who are pregnant or may become pregnant

Design outcomes

Primary

MeasureTime frame
Self-efficacy of exercise after 4 weeks

Countries

Japan

Contacts

Public ContactSuzuki Megumi

Hamamatsu University School of Medicine 1-20-1 Handayama, Higashi-ku, Hamamatsu City

F22003@hama-med.ac.jp090-9944-4106

Outcome results

None listed

Source: JPRN (via WHO ICTRP) · Data processed: Jul 3, 2026