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Efficacy of Exercise Videogames for Physical Activity Adoption and Maintenance

Efficacy of Exercise Videogames for Physical Activity Adoption and Maintenance

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03298919
Enrollment
283
Registered
2017-10-02
Start date
2012-09-01
Completion date
2017-09-30
Last updated
2019-04-25

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

Conditions

Physical Activity

Brief summary

This is a 3-arm trial to compare exercise videogames versus traditional standard exercise using stationary bikes and treadmills versus a control condition. Results will examine minutes of physical activity at 12 weeks and 6 month follow up between conditions. We will also examine changes in indicators of cardiovascular health (e.g., body mass index, lipids) and changes in psychological factors that may be predictive of continued exercise engagement.

Detailed description

To test the efficacy of a 12-week supervised, laboratory based program of an exercise videogame (EVG) program to increase time spent in moderate-to-vigorous physical activity (MVPA) and improve cardiovascular health and fitness indices compared to Standard and Control programs. Participants will be randomly assigned to (1) a supervised program of Exercise Videogames (EVG); (2) a supervised standard exercise program (Standard), using aerobic exercise equipment (e.g., treadmill, stationary bike); or (3) a Control condition. We will also examine the effect of home-based exercise videogames compared to a home-based standard PA program on MVPA maintenance during the 6-month follow up period. We will examine changes in cardiorespiratory fitness (i.e., estimated VO2max), blood pressure, resting heart rate, body composition and blood lipids at baseline, week 12 and at 6-months follow up. We will also examine changes in theoretically-based cognitive and affective constructs associated with physical activity including: enjoyment, outcome expectations, self-efficacy, motivation, and goal-orientation.

Interventions

BEHAVIORALHome Standard Exercise

Personalized physical activity promotion materials

BEHAVIORALExercise Video Games

12 weeks laboratory based exercise videogames

BEHAVIORALAerobic Exercise

Stationary bike and/or treadmill walking for 12 weeks

BEHAVIORALHome exercise videogames

videogame console and active videogames

Sponsors

National Heart, Lung, and Blood Institute (NHLBI)
CollaboratorNIH
The Miriam Hospital
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Outcomes Assessor)

Intervention model description

3-group design

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* age \> 18, * In generally good health * No medical conditions that would interfere with exercise * Currently engaging in less than 60 minutes of physical activity per week

Exclusion criteria

* body mass index over 40 * current or planned pregnancy * hospitalization from a physical or mental disorder in the past 6 months * hypertension (defined as: blood pressure ≥ 140/90) * anti-hypertensive medication * medications that may impair physical activity tolerance (e.g., beta blockers) * current cardiovascular disease * current pulmonary disease * diabetes * thyroid disorders * renal or liver disease * orthopedic conditions that would prevent or limit exercise

Design outcomes

Primary

MeasureTime frameDescription
MVPA12 weeksmoderate to vigorous physical activity minutes
MVPA Maintenance6 monthsmoderate to vigorous physical activity minutes

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Mar 4, 2026