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NCT Number: NCT07660822

THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS

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.

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Key information

Age range

10 year–18 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Gaziantep Islamic Science and Technology University

Gaziantep, Turkey (Türkiye)

Location status: Recruiting

Location contact

Gönül ELPEZE, Assistant Prof

CONTACT

[email protected]

0 90 342 909 75 00

Who can participate

Healthy volunteers accepted: Yes

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

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

Treatment and study plan

Conventional Physical Exercise Program

Other

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.

Xbox Console-Based Exercise Program

Other

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.

Virtual Reality-Based Exercise Program

Other

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.

Primary outcomes

  1. Nelson Hand Reaction Test

    Time frame: From enrollment to the end of treatment at 8 weeks

    Reaction 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.

  2. Y-Balance Test

    Time frame: From enrollment to the end of treatment at 8 weeks

    The 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.

  3. D2 Test of Attention

    Time frame: From enrollment to the end of treatment at 8 weeks

    The 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 outcomes

  1. Adolescent Physical Activity Questionnaire

    Time frame: From enrollment to the end of treatment at 8 weeks

    The 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.

  2. Exercise Benefits/Barriers Scale

    Time frame: From enrollment to the end of treatment at 8 weeks

    This 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.

  3. Children's Body Image Scale

    Time frame: From enrollment to the end of treatment at 8 weeks

    This 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.

Study contacts

Contact information is provided by the study sponsor or research team.

Gönül ELPEZE, Assistant Professor

CONTACT

[email protected]

+90 342 909 75 00

Sponsors and collaborators

Lead sponsor

Gaziantep Islam Science and Technology University

Other

Registry information

Official study title

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

Important dates

Study start
2025
Primary completion
2026
Study completion
2026
First posted
Jun 22, 2026
Registry last updated
Jun 22, 2026

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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