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临床试验/NCT07753213
NCT07753213已完成不适用

Three-Month Effects of Structured Beat Saber Exergaming Versus Self-Selected Virtual Reality Gaming on Peak Isometric Deadlift and Shoulder Force in Male Youth Basketball Players: A Randomized Controlled Trial

Babes-Bolyai University1 个研究点 分布在 1 个国家目标入组 80 人开始时间: 2026年1月15日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
80
试验地点
1
主要终点
Change From Baseline in Peak Isometric Deadlift Force

研究概览

简要总结

This randomized study compared two types of virtual reality gaming in male basketball players aged 10 to 12 years. The study examined whether a structured Beat Saber exergaming program produced greater improvements in isometric muscle force than self-selected virtual reality games.

Eighty participants were randomly assigned to one of two groups. Both groups continued their usual basketball training three times per week for three months and completed 30 minutes of virtual reality gaming after each basketball session. One group followed a standardized Beat Saber program, while the other group selected the virtual reality games they wished to play.

Peak isometric force was measured before and after the three-month intervention during a deadlift and four shoulder movements: flexion, extension, abduction, and adduction. Adverse events, including dizziness and intervention-related injuries, were also recorded.

详细描述

This was a three-month, two-arm, individually randomized controlled trial conducted at the physiotherapy clinic of the OH Sport Complex in Cluj-Napoca, Romania.

Participants were healthy, physically active male basketball players aged 10 to 12 years. A total of 87 children were assessed for eligibility. Seven were excluded before randomization: one did not meet the inclusion criteria and six declined participation. The remaining 80 participants were randomly allocated in a 1:1 ratio to either the structured Beat Saber group or the self-selected virtual reality gaming group.

Both groups completed three approximately 60-minute basketball training sessions per week. Each session included a warm-up, technical and shooting drills, one-on-one and small-sided game activities, and full-team basketball play.

After basketball training, both groups completed three 30-minute virtual reality sessions per week for three months. Virtual reality exposure was matched between groups for frequency and session duration.

Participants assigned to the experimental group completed a standardized Beat Saber program using a Meta Quest 3 headset. Beat Saber required repeated rapid upper-limb movements together with trunk and lower-limb actions, including squatting and side-stepping.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Other
盲法
None

盲法说明

This was an open-label study. Participants could not be masked because the assigned virtual reality activities were visibly different. Staff delivering the interventions and the principal investigator were aware of group allocation. The principal investigator also conducted the outcome assessments and was not masked. The groups trained separately and were not informed about the other group's detailed intervention protocol to reduce contamination.

入排标准

年龄范围
10 Years 至 12 Years(Child)
性别
Male
接受健康志愿者

入选标准

  • Male children aged 10 to 12 years
  • Clinically healthy, with no known underlying disease or medical condition
  • Regular participation in basketball training
  • Physically able to safely complete the basketball training, virtual reality sessions, and strength assessments
  • Written informed consent provided by a parent or legal guardian
  • Written assent provided by the participant

排除标准

  • Absence of written parental or legal guardian consent
  • Absence of participant assent
  • Any medical, neurological, musculoskeletal, or other condition that could limit participation in physical activity or prevent safe completion of the study procedures

研究组 & 干预措施

Structured Beat Saber Exergaming

Experimental

Participants completed three 30-minute Beat Saber sessions per week for three months using a Meta Quest 3 headset. Sessions took place after regular basketball training. Beat Saber involved repeated rapid upper-limb movements combined with trunk and lower-limb actions, including squatting and side-stepping. Participants also completed three approximately 60-minute basketball training sessions per week.

干预措施: Structured Virtual Reality Exergaming (Behavioral)

Self-Selected Virtual Reality Gaming

Active Comparator

Participants completed three 30-minute self-selected virtual reality gaming sessions per week for three months after regular basketball training. Participants selected the games they wished to play, and the games were not standardized by title, movement pattern, or physical demand. Participants also completed three approximately 60-minute basketball training sessions per week.

干预措施: Self-Selected Virtual Reality Gaming (Behavioral)

结局指标

主要结局

Change From Baseline in Peak Isometric Deadlift Force

时间窗: Baseline and immediately after the 3-month intervention

Peak isometric deadlift force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions using a fixed deadlift handle, with approximately 60 seconds of rest between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

Change From Baseline in Peak Isometric Shoulder Flexion Force

时间窗: Baseline and immediately after the 3-month intervention

Peak isometric shoulder flexion force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position, with approximately 60 seconds of rest between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

Change From Baseline in Peak Isometric Shoulder Abduction Force

时间窗: Baseline and immediately after the 3-month intervention

Peak isometric shoulder abduction force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder abducted to 90° in the scapular plane. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

Change From Baseline in Peak Isometric Shoulder Extension Force

时间窗: Baseline and immediately after the 3-month intervention

Peak isometric shoulder extension force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder flexed to 90°. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

Change From Baseline in Peak Isometric Shoulder Adduction Force

时间窗: Baseline and immediately after the 3-month intervention

Peak isometric shoulder adduction force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder abducted to 90° in the scapular plane. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

次要结局

未报告次要终点

研究者

发起方
Babes-Bolyai University
申办方类型
Other
责任方
Principal Investigator
主要研究者

Ghejan Horatiu Dacian

Licensed Physiotherapist and Principal Investigator

Babes-Bolyai University

研究点 (1)

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