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The influence of practice with virtual video games on motor control and skill learning in young adults

The influence of Virtual Reality practice on motor control and skill learning in young adults

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
REBEC
Registry ID
RBR-8kt9t54
Enrollment
Unknown
Registered
2025-02-26
Start date
2025-03-01
Completion date
Unknown
Last updated
2025-10-27

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

Conditions

Healthy volunteers, motor skills, virtual reality

Interventions

This is a two-arm, double-blind, randomized controlled clinical study with 100 participants, divided equally between the sequence A group and the sequence B group. The sequence A group will perform 5
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Sponsors

Universidade Federal de São Carlos - UFSCar
Lead Sponsor
Universidade de São Paulo - São Carlos/SP
Collaborator

Eligibility

Age
18 Years to 30 Years

Inclusion criteria

Inclusion criteria: Be young adults; aged 18-30 years); with no prior experience with the games included in the practice protocol of the present study, either on Xbox 360º Kinect™ or on real practice

Exclusion criteria

Exclusion criteria: Body Mass Index corresponding to the obesity condition; present any visual, musculoskeletal, physical and/or neurological changes that could compromise the performance of the assessments and practice sessions proposed in this study; be absent from any of the assessments and/or practice sessions; have prior experience with the games included in the practice protocol, both virtual reality and real practice

Design outcomes

Primary

MeasureTime frame
It is expected to find different adaptations in the motor control system and in the transfer of skills of young adults, through the protocol applied with virtual reality practice and real practice, based on differences in the values ??of the variables of postural stability, use of sensory information, heart rate variability, cortical activity, game performance, subjective perception of effort and in the satisfaction scale of young adults when comparing the assessments before and after the intervention with virtual reality and real practice.;It is expected to find an improvement in the performance of the practices and the transfer of this improvement to the subsequent practice, when the environment is alternated, through the protocol applied with virtual reality practice and real practice, based on the differences in the values ??of the game scores after crossing the practices.

Secondary

MeasureTime frame
No secondary outcomes are expected.

Countries

Brazil

Contacts

Public ContactBruna Duarte

Universidade de São Paulo - São Carlos/SP

brunaduarte.bd96@gmail.com+55 (16) 981017211

Outcome results

None listed

Source: REBEC (via WHO ICTRP)