THE EFFECTS OF VIRTUAL REALITY AND VIDEO GAME-BASED EXERCISE PROGRAMS ON PHYSICAL FITNESS AND ATTENTION LEVELS IN HEALTHY ADOLESCENTS
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 发起方
- 入组人数
- 48
- 试验地点
- 1
研究概览
简要总结
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.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Prevention
- 盲法
- Single (Participant)
入排标准
- 年龄范围
- 10 Years 至 18 Years(Child, Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •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
排除标准
- •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
研究组 & 干预措施
physical exercise group
This group served as an active control group. Participants in this group followed a traditional physical exercise program consisting of real-world soccer and basketball, in order to provide a baseline benchmark for the digital game-based intervention groups.
干预措施: Conventional Physical Exercise Program (Other)
Xbox Exercise Group
Participants followed a game-based exercise program using the Xbox video game console.
干预措施: Xbox Console-Based Exercise Program (Other)
VR Exercise Group
Participants performed a virtual reality-based exercise program using VR glasses.
干预措施: Virtual Reality-Based Exercise Program (Other)
研究者
Gönül Elpeze
Assistant Proffessor
Gaziantep Islam Science and Technology University
