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Completed

NCT Number: NCT07235631

Exergames Enjoyment and Awareness of Their Use for Physical Activity and Health Among Young Adults

The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Participants are exposed to several commercially available exergame systems in a standardized laboratory setting, with no intention to modify their health, fitness, or behavior.

The main questions it aims to answer are:

* Do different exergame devices provide different levels of enjoyment (as measured by the Exergame Enjoyment Questionnaire)? * How do young adults perceive the usefulness of various exergames for supporting physical activity and health?

Participants will:

* Complete a brief questionnaire on physical activity habits. * Take part in short (about 10 minutes each) exposure sessions using different exergame devices (VR, Wii Fit, Dance platform, Ring Fit) - approximately 50 minutes in total per participant. * Be randomly assigned to complete post-exposure questionnaires referring to one randomly selected device only.

No interventions are applied and no pre-post measurements are collected; the study is purely observational, focusing on subjective user experience rather than behavioral or physiological change.

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Key information

Age range

18 year–36 year

Sex eligibility

All sexes

Study type

Observational

Primary location

Poznań University of Physical Education

Poznan, Wielkopolska, 61-871, Poland

About this study

This study investigates exergames as interactive digital technologies that combine gaming elements with physical activity. The research focuses on multiple commercially available devices representing different modes of interaction (virtual reality, motion sensors, balance platforms, and handheld controllers). The design followed a cross-sectional, single-session observational approach with a single sample of healthy young adults.

All participants completed baseline self-reports on physical activity, followed by standardized, non-interventional exposure to several exergame devices. Each participant interacted with all devices in an assigned order, under controlled laboratory conditions, with no manipulation intended to modify physical fitness, health status, or behaviour.

The exposure served solely for observational and comparative purposes to collect subjective evaluations rather than to test any training or therapeutic effects. Outcomes (structured evaluations regarding enjoyment and perceived utility of each exergame) were collected immediately post-exposure only, with no pre-post measurements or longitudinal follow-up.

Five commercially available exergame systems were included to represent diverse interaction modes:

  • Sony PlayStation 4 with PlayStation VR (PS VR), using immersive virtual reality headsets with motion tracking.
  • Nintendo Wii Fit, employing a balance board platform to capture weight shifts and postural control.
  • Dance Revolution (DDR/StepMania-type system), based on a floor platform interface for rhythm-based movement.
  • Nintendo Switch with Ring Fit Adventure (RFA), combining a resistance ring and leg strap for sensor-based motion detection.
  • Meta Quest 2 (standalone VR headset), providing fully immersive virtual environments with handheld controllers.

All devices were used in a standardized observation setting (10-minute exposure per device, total 50 minutes per participant) with consistent instructions across participants. The sequence of device use was randomized to minimize order effects but not to assign participants to different intervention arms.

After completing all exposures, participants were randomly assigned to complete post-exposure questionnaires referring to one exergame device only. This procedure ensured that each participant evaluated a single system in detail, while overall responses were distributed evenly across all devices.

The study applied validated psychometric tools (Exergame Enjoyment Questionnaire, EEQ) as the primary outcome measure, alongside a custom survey assessing perceived training potential, engagement, and expected health benefits. All variables represent subjective, self-reported outcomes collected in a single measurement session.

Statistical analyses (non-parametric tests such as Kruskal-Wallis with post-hoc comparisons) examined differences in enjoyment ratings across devices. Descriptive analyses summarized participants' responses regarding device preferences, awareness of exergame applications, and prior experience.

This study does not test any health-related intervention, treatment, or behavioral modification. It is an observational, exposure-only investigation designed to explore user experience and perception of different exergame modalities, without inducing or evaluating physiological or functional change.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • 18 years old or older,
  • proficient in verbal communication,
  • fully mobile.

Exclusion criteria

  • any health conditions that could affect reaction time or PA levels, such as neurological disorders,
  • current injuries,
  • pain affecting the spine or upper limbs.

Treatment and study plan

Primary outcomes

  1. Enjoyment during exergame play

    Time frame: EEG was assessed immeditely afterwards exergaming session

    Tool:

    Exergame Enjoyment Questionnaire (EEQ) - validated 20-item instrument which integrates elements from the Game Engagement Questionnaire (GEQ), the Intrinsic Enjoyment Questionnaire (IEQ), and items from the PA Enjoyment Scale (PACES).

    The questionnaire captures multiple aspects of enjoyment, including emotional engagement, immersion, perceived physical benefits, and control, as well as potential negative experiences such as frustration or physical discomfort.

    Number of items: 20;

    Scoring:

    Likert scale (in range 1-5), with higher values indicating greater enjoyment; subscales were aggregated to provide an overall enjoyment score;

    Min-max values for EEG: 20-100 points.

Secondary outcomes

  1. Awareness of exergame use

    Time frame: Awareness of exergame use was assessed immeditely afterwards exergaming session

    Tool:

    Custom questionnaire aimed to gather detailed information on participants' knowledge and perceptions of exergames as tools for physical training and health improvement.

    Broad range of topics covered aspects such as prior subjects awareness of exergames and VR in physical activity (e.g., "Were you aware that exergames/VR could be used for PA or therapy?"). It also examined participants' opinions on the usefulness of various exergames for physical training (e.g., "Which game do you find most useful for physical training and why?"), and explored their experiences with specific games, such as which left the greatest positive or negative impression. Additionally, questions addressed participants ' current use of modern technologies in PA and their views on how these tools could motivate others in their age group to engage in more PA.

    Scoring: dependently on the question it was adopted Likert scale (in range 1-5), yes/no answer, or multiple answers.

  2. Physical activity

    Time frame: Physical activity was assessed before exergaming session

    Tool:

    International Physical Activity Questionnaire (IPAQ).

    Domains:

    i) vigorous PA - significant effort (rapid breathing and increased heart rate, e.g. running, high-intensity workouts); ii) moderate PA - moderate intensity (slight increase in heart rate, e.g. brisk walking, moderate cycling); iii) walking - all walking during work, transport, or leisure time; iv) sedentary behavior - number of hours spent sitting during a typical day.

    Scoring: Number of MET-minutes/week calculated on the basis of declared time spent on specific activity.

Sponsors and collaborators

Lead sponsor

Poznan University of Physical Education

Other

Registry information

Official study title

Exergames Enjoyment Using Various Devices and Awareness of Their Use for Physical Activity and Health Improvement Among Young Adults

Important dates

Study start
2024
Primary completion
2024
Study completion
2024
First posted
Nov 19, 2025
Registry last updated
Nov 19, 2025

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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