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Completed

NCT Number: NCT03946436

Playing AVI During Tennis Training Process

Developing movement capabilities and efficiently acquiring and assimilating movement information and knowledge in middle childhood stages is of great importance for performing complex movement structures in later stages of life. Our study is directed to researching the influence of active video games (AVG) on assessment of tennis motor skills and visual capabilities in middle childhood, as a part of two separate sub-researches.

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Key information

Age range

7 year–9 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Tenis klub San Simon Izola

Izola, 6310, Slovenia

About this study

In the first sub-research, which included a sample of 55 children aged between 7 and 9, the investigators measured the physiological responses of bodies after acute and chronic exposure to playing AVG. The investigators established a significant difference in skin conductance before beginning the intervention between the virtual and actual game. After the intervention, the experimental group had a significantly higher average value of heart rate frequency and breathing frequency while playing AVG in comparison to the control group.

In the second sub-research the investigators measured progress in tennis technique (TRSC test), development of gross motor skills and change in reaction time on the same group of children. In the TRSC test, the control group improved in all sub-groups with both strokes. The experimental group made no improvements in sub-group 3d with the ''forehand'', 1d and 3d with the ''backhand''. In the gross motor skill development test the investigators have not established a significant interaction effect. In the analogue reaction time measurement test, the investigators recorded a significant interaction between time x group. The same goes for Simon's test with incongruent stimuli, with congruent the interaction was of no relevance.

The investigators established that the use of AVG can represent a new strategy for combining movement/sports activities and cognitively directed tasks aiming at effective assessment of tennis skills.

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • Age limit

Exclusion criteria

  • excluded were players with injuries or long-term body impairments that prevented them from performing shots as they are usually instructed.

Treatment and study plan

Active video games

Device

Participants played the active video game Virtua tennis 4 on a playstation kinect device

tennis training process

Other

Participants were involved in a regular tennis training process, performed two times a week for one hour per lesson.

Primary outcomes

  1. Psychophysiological body responses 1: skin conductance

    Time frame: change from baseline to 3-months intervention

    Skin conductance measured in micro siemens

  2. Psychophysiological body responses 2: skin temperature

    Time frame: change from baseline to 3-months intervention

    Skin temperature measured in Celsius

  3. Psychophysiological body responses 3: heart rate frequency

    Time frame: change from baseline to 3-months intervention

    hear rate measured in beats per minute

  4. Psychophysiological body responses 4: breathing frequency

    Time frame: change from baseline to 3-months intervention

    breathing frequency measured in breaths per minute

Secondary outcomes

  1. TGMD-3 scale (Test of Gross Motor Development-Third Edition)

    Time frame: change from baseline to 3-months intervention

    The TGMD-3 has two subtests. The first subtest, Locomotor, measures the gross motor skills that require fluid coordinated movements of the body as the child moves in one direction or another. The second subtest, Ball Skills, measure the gross motor skills that demonstrate efficient throwing, striking, and catching movements. The TGMD-3 provides an overall composite score (Gross Motor). The two subtest scaled scores are combined to form the Gross Motor composite. The Examiner's Manual discusses the test's theoretical and research-based foundation, item development, standardization, administration and scoring procedures, normative tables, and guidelines for using and interpreting the test's results. The TGMD-3 scale is used to measure the fundamental motor skills in 3-10 year-old children with typical development. The raw score for locomotor subtest is between 0 and 46, while the raw score for ball skills is between 0 and 54. The overall raw score for the test is between 0 and 100.

Other outcomes

  1. Manual/analog visuomotor reaction time task

    Time frame: change from baseline to 3-months intervention

    The time needed to catch a suspended vertical shaft by hand closure, measured in centimeters and then calculated in milliseconds.

  2. Simon task

    Time frame: change from baseline to 3-months intervention

    Congruent and incongruent stimuli measured in milliseconds.

Sponsors and collaborators

Lead sponsor

Marusic

Other

Collaborators

  • Science and Research Centre Koper
  • University of Primorska

Registry information

Official study title

Impact of Active Video Games on Motor- and Visual Spatial-learning Capabilities During the Process of Tennis Training in Young Children

Acronym: AVIT

Important dates

Study start
2018
Primary completion
2019
Study completion
2020
First posted
May 10, 2019
Registry last updated
May 1, 2020

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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