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The Effect of Telerehabilitation-Based Structured Exercise Program in Video Game-Addicted Adults

The Effect of Telerehabilitation-Based Structured Exercise Program in Video Game-Addicted Adults

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06079489
Enrollment
44
Registered
2023-10-12
Start date
2023-02-01
Completion date
2023-10-01
Last updated
2023-10-12

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

Conditions

Video Game Addiction

Brief summary

The increasing use of computers and mobile devices due to advancing technology has brought with it some negative consequences such as video game addiction. Research has shown that playing video games for too long can lead to a number of acute and chronic serious musculoskeletal problems that can negatively affect health. The aim of the present study is to investigate the effect of telerehabilitation-based structured exercise program in video game-addicted adults and compare these effects with the effect of brochure-based exercise. Postural assessments, pain assessments, fine motor skill assessments, grip strength measurements, and reaction time assessments were performed. All assessments were repeated before and after the 8-week program for both groups. Participants in the EG were given a telerehabilitation-based structured exercise program for an average of 40 minutes three days a week for 8 weeks. Participants in the CG were given brochure-based exercises three days a week for 8 weeks.

Interventions

OTHERBrochure-Based Exercise Program

Simple posture exercises

OTHERTelerehabilitation-Based Structured Exercise Program

Progressive physical fitness and posture exercises

Sponsors

Biruni University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
DOUBLE (Subject, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
18 Years to 40 Years
Healthy volunteers
No

Inclusion criteria

* Being between 18-40 years old * Having a score of ≥30 on the Game Addiction Inventory for Adults (GAIA) * Volunteering to participate in the study * Having high-speed internet, a camera, and a microphone

Exclusion criteria

* Having a neurological/orthopedic condition that would prevent exercise * Having a cognitive impairment * Having a vision or hearing loss

Design outcomes

Primary

MeasureTime frameDescription
Pain Assessment1-2 minutesThe pain was assessed with the 10-cm VAS. The participants used the VAS to make an assessment of their own pain, with 0 representing no pain, and 10 cm representing severe pain.
Fine Motor Skill Assessment4-5 minutesThe fine motor skill was assessed with the 9-Hole Peg Test. It is a simple, fast test that requires minimal space and equipment and evaluates fine upper motor function. In this test, the patient is asked to insert the pegs into the holes in the desired order and collect them back. The duration of the test is measured by a specialist via a stopwatch.
Posture Assessment5-10 minutesPosture was assessed with the PostureZone Posture Application. The PostureZone mobile application, which can be downloaded free of charge on both Android and iOS via smartphone, will be used to evaluate the static postures of the participants. It is an application developed for clinicians that assess static posture. The participant is photographed with minimal clothing on, certain pivot points are marked, and the deviations of these points relative to the vertical-horizontal planes are determined.
Hand Reaction Assessment10-15 minutesHand Reaction was assessed with the Nelson Hand Reaction Test. The participant sits on a chair with his forearm and hand in a comfortable position on the table. The tester holds the end of the ruler. The participant is asked to catch the ruler. Twenty rials are performed. The lowest 5 and highest 5 attempts are discarded and the average of the remaining 10 attempts is recorded as the result.
Handgrip Strength Assessment4-5 minutesJamar Hydraulic Hand Dynanometer was used to assess handgrip strength. Each trial was repeated three times and the average was recorded in kilograms

Countries

Turkey (Türkiye)

Outcome results

None listed

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