Gaming and Training Combined to Help Adolescents Get More Physically Active
- Conditions
- Sedentary Lifestyle
- Interventions
- Behavioral: Exergaming
- Registration Number
- NCT03663699
- Lead Sponsor
- Norwegian University of Science and Technology
- Brief Summary
The purpose of this study is to investigate if playing a newly developed videogame that requires physical activity (e.g. exergame), leads to increased physical activity and health benefits in children and adolescents who do not regularly participate in endurance training. Health benefits will be expressed in physical fitness (maximal oxygen consumption), blood markers of a healthy heart, body composition and objectively measured physical activity. Gaming frequency of the participants will be registered throughout the 24 week intervention period.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- TERMINATED
- Sex
- All
- Target Recruitment
- 29
- Not regularly participating in endurance training
- Sedentary (<60 mins daily moderate/vigorous intensity physical activity)
- Play video games > 10 hours/week (self-reported)
- Able to ride a bike for up to 60 minutes
- Known cardiovascular disease
- Type I diabetes
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Exergaming Exergaming 24 week access to the exergaming platform PlayPulse
- Primary Outcome Measures
Name Time Method VO2max 24 weeks Maximal Aerobic Capacity
- Secondary Outcome Measures
Name Time Method Change in daily average number of steps Baseline, 12 and 24 weeks Measured by activity monitors (SenseWear Armband) which participants will wear for one week at start of intervention period, 12 weeks and 24 weeks.
Bioelectrical impedance 12 and 24 weeks Body composition assessed using bioelectrical impedance analysis (InBody 720)
Change in daily time in sedentary activity (<3.0 metabolic equivalents =METs) Baseline, 12 and 24 weeks Measured by activity monitors (SenseWear Armband) which participants will wear for one week at start of intervention period, 12 weeks and 24 weeks.
systolic Blood Pressure 12 and 24 weeks Change in daily time in vigorous intensity activity (6.0-9.0 metabolic equivalents = METs) Baseline, 12 and 24 weeks Measured by activity monitors (SenseWear Armband) which participants will wear for one week at start of intervention period, 12 weeks and 24 weeks.
Diastolic Blood Pressure 12 and 24 weeks Fasting circulating glucose, as blood marker of cardiometabolic health 24 weeks HbA1c from blood samples 24 weeks Change in daily average energy expenditure Baseline, 12 and 24 weeks Measured by activity monitors (SenseWear Armband) which participants will wear for one week at start of intervention period, 12 weeks and 24 weeks.
Change in daily time in moderate intensity activity (3.0-6.0 metabolic equivalents = METs) Baseline, 12 and 24 weeks Measured by activity monitors (SenseWear Armband) which participants will wear for one week at start of intervention period, 12 weeks and 24 weeks.
Change in daily time in very vigorous intensity activity (>9.0 metabolic equivalents = METs) Baseline, 12 and 24 weeks Measured by activity monitors (SenseWear Armband) which participants will wear for one week at start of intervention period, 12 weeks and 24 weeks.
Change in daily average total physical activity duration Baseline, 12 and 24 weeks Measured by activity monitors (SenseWear Armband) which participants will wear for one week at start of intervention period, 12 weeks and 24 weeks.
Lipid profile, as blood marker of cardiometabolic health 24 weeks Circulating insulin concentration, as blood marker of cardiometabolic health 24 weeks
Trial Locations
- Locations (1)
Department of Circulation and Medical Imaging
🇳🇴Trondheim, Norway