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THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS

THE EFFECTS OF VIRTUAL REALITY AND VIDEO GAME-BASED EXERCISE PROGRAMS ON PHYSICAL FITNESS AND ATTENTION LEVELS IN HEALTHY ADOLESCENTS

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07660822
Enrollment
48
Registered
2026-06-22
Start date
2025-11-15
Completion date
2026-08-30
Last updated
2026-06-22

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

Conditions

Attention, Balance, Body Image, Exercise Perception, Physical Activity, Reaction Time

Keywords

Healthy adolescent, virtual reality, attention level)

Brief summary

Studies comparing aerobic exercise with virtual reality or video game technologies to traditional games and classical exercise have been conducted in healthy adolescents, but no studies comparing virtual reality and video game technologies have been found. Based on all this, we aimed to investigate the effect of virtual reality and video game-based exercise programs on physical fitness and attention levels in healthy adolescents. The study was planned as a quantitative experimental randomized controlled trial. Healthy individuals aged 10-18 years who meet the inclusion criteria will be evaluated during the dates of the study. Individuals will be divided into 3 groups: a classical physical activity group, a virtual reality group, and a video-based game group. Each program will be implemented for 20-30 minutes, three days a week for eight weeks. The Physical Activity Scale for Adolescents was used to evaluate the physical activity of the individuals, the Multidimensional Body-Self Relationship Scale was used to measure body image, and the Exercise Benefit/Barrier Scale was used to measure exercise perception. To measure attention, balance, and reaction time, the D2 Attention Test, Y-Balance Test, and Nelson's Hand Reaction Test will be administered, respectively. In the virtual reality and video-based game group, the games played by participants will be similar to the physical activities performed in the classic exercise group. One or more games incorporating these physical activities will be selected.

Interventions

OTHERConventional Physical Exercise Program

This group practiced using real sports equipment. The training program included kicking a soccer ball into a goal and a basketball into a hoop. The intervention was implemented for 20 minutes, 3 days a week, for a total of 8 weeks.

OTHERXbox Console-Based Exercise Program

Participants in this group underwent a game-based exercise program using an Xbox video game console. The training protocol consisted of active video games simulating soccer and basketball, mirroring the tasks performed by a traditional exercise group. The intervention was administered three times a week for a total of eight weeks, with 20-minute sessions per week.

Participants in this group underwent a virtual reality-based exercise program using virtual reality glasses. The training protocol consisted of immersive virtual reality games simulating soccer and basketball in a fully immersive digital environment, mirroring the tasks performed by a traditional exercise group. The intervention was administered three times a week for eight weeks, with 20-minute sessions per week.

Sponsors

Gaziantep Islam Science and Technology University
Lead SponsorOTHER

Study design

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

Eligibility

Sex/Gender
ALL
Age
10 Years to 18 Years
Healthy volunteers
Yes

Inclusion criteria

* Volunteering to participate in the study * Being an adolescent aged 10-18 years * Having a score below 4 on the Physical Activity Scale for Adolescents

Exclusion criteria

* Having any physical disability that would prevent participation in the exercise program * Having upper or lower extremity orthopedic disease * Having a score above 4 on the Physical Activity Scale for Adolescents

Design outcomes

Primary

MeasureTime frameDescription
Nelson Hand Reaction TestFrom enrollment to the end of treatment at 8 weeksReaction time was measured using a digital assessment system to evaluate cognitive-motor processing speed. Scores were recorded in seconds. Lower scores (shorter times) indicate faster reaction speed and better neurocognitive or sensorimotor performance.
Y-Balance TestFrom enrollment to the end of treatment at 8 weeksThe Y-Balance Test was used to assess dynamic balance and neuromuscular control. Scores were recorded in centimeters for the anterior, posterior medial, and posterior lateral directions. Higher scores indicate better dynamic balance.
D2 Test of AttentionFrom enrollment to the end of treatment at 8 weeksThe D2 Attention Test is an attention test used to measure selective and sustained attention. The total number of items processed (quantitative performance) is scored after errors are removed. Higher scores indicate better attention and concentration capacity.

Secondary

MeasureTime frameDescription
Adolescent Physical Activity QuestionnaireFrom enrollment to the end of treatment at 8 weeksThe Adolescent Physical Activity Questionnaire was used to assess participants' levels of physical activity. The questionnaire evaluates the frequency, duration, and type of physical activity performed by adolescents. Higher overall scores indicate a higher level of physical activity.
Exercise Benefits/Barriers ScaleFrom enrollment to the end of treatment at 8 weeksThis measure assesses participants' mental evaluations of physical activity, including their attitudes toward exercise and perceived benefits and barriers to it. Higher scores indicate a more positive outlook on exercise and a greater awareness of its benefits.
Children's Body Image ScaleFrom enrollment to the end of treatment at 8 weeksThis measurement assesses participants' thoughts, feelings, and attitudes toward their own bodies from a self-attitude perspective. It includes subscales that evaluate body image satisfaction, perception of physical capacity, and health. Higher scores indicate a more positive perception of body image.

Countries

Turkey (Türkiye)

Contacts

CONTACTGönül ELPEZE, Assistant Professor
gonul.elpeze@gibtu.edu.tr+90 342 909 75 00

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jun 23, 2026