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Active Video Game Influence Cognitive Ability

Active Video Game Using Virtual Reality Influence Cognitive Ability in Sedentary Female University Students: Randomized Clinical Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06646874
Enrollment
44
Registered
2024-10-17
Start date
2024-01-01
Completion date
2024-07-30
Last updated
2024-10-17

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

Conditions

Physical Inactivity

Keywords

Virtual Reality, Cognitive performance, Physical activity, Sedentary female student

Brief summary

The experiment was conducted at the Human Biomechanics Laboratory of the College of Applied Medical Sciences of Prince Sattam bin Abdulaziz University between February 2024 and May 2024. During the briefing, all questions were answered to ensure that participants understood the experiment and its objectives. On the day of the experiment, demographic information was collected, including age, height, weight, body mass index (BMI), and preferred leg. An Eye-Level Weight Beam scale (Detecto, Webb City, MO, USA) was used to determine the weight and height of the subjects. To identify the preferred leg, participants were observed ascending stairs or kicking a ball. Participants were recruited and assigned to one of two groups, either the control group or the VR group. Participants were required to attend one experimental session in a random order using Microsoft Excel's (Microsoft Corp., Redmond, WA, USA) random list function. The VR group was required to play a 20-minute game of Beat Saber VR, while the control group was asked to sit quietly for 20 minutes without any activities assigned. This study used an accelerometer from ActivPal (PAL Technologies Ltd, Glasgow, UK) to capture the PA levels of the VR group throughout the VR game. Following previously published validation studies and manufacturer recommendations, a strip of Tegaderm (3M, St. Paul, MN) was attached to the preferred leg's front thigh.

Interventions

BEHAVIORALVR game

Each participant in the VR group completed a five-minute familiarization session with the VR game before the experimental session. Following the familiarization session, participants in the VR group were instructed to complete the Montreal Cognitive Assessment (MoCA) Arabic version (pre-test: Arabic version 8.1 and post-test: Arabic version 8.2)

Sponsors

Prince Sattam Bin Abdulaziz University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
SINGLE (Subject)

Masking description

Participants were required to attend one experimental session in a random order using Microsoft Excel's (Microsoft Corp., Redmond, WA, USA) random list function.

Eligibility

Sex/Gender
FEMALE
Age
18 Years to 23 Years
Healthy volunteers
Yes

Inclusion criteria

* Female college students * Low physical activity (inactive) * Age (18 to 23 years) * No previous medical condition affecting PA level * No visual impairments * Have never experienced the VR game used in the trial

Exclusion criteria

* Male students * Physically active

Design outcomes

Primary

MeasureTime frameDescription
Montreal Cognitive Assessment (MoCA)20 minutesDeveloped as a screening instrument to detect mild cognitive impairment, the Montreal Cognitive Assessment (MoCA) uses a series of questions to assess cognitive impairment. A paper-and-pencil assessment is administered and scored out of 30 points. In addition to attention, concentration, executive functions, memory, language, visuospatial skills, abstraction, calculation, and orientation, the MoCA assesses several cognitive domains. There are 56 languages and dialects translation of the MoCA and it is widely used throughout the world
ActivPal20 minutesThe ActivPAL is a posture and activity tracker that uses a tri-axial accelerometer to measure movement and activity. The device collects information such as bouts of sitting, lying, standing, and stepping, and allows data to be retrieved by week, day, or hour. As a valid and reliable tool to detect PA, ActivPal can be used in a variety of populations and settings (64). From the ActivPal, the following variables were collected for each participant in the VR group: total MET, total number of steps, total time stepping, number of sit-to-stands, and number of stands-to-sit.

Countries

Saudi Arabia

Outcome results

None listed

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