Klub Kinect: Social Exergaming for Healthy Weight in Adolescent Girls
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 41
- 试验地点
- 2
- 主要终点
- Change in Body Fat
研究概览
简要总结
The purpose is to evaluate the feasibility of a 12-week exergaming dance program for adolescent girls. This study combines dancing, video games, and a full body work-out to test if video games can increase physical activity and promote healthy weight in adolescent girls. We hypothesize that girls who play the dance exergames, versus those in the control group, will lose weight, decrease body fat and visceral fat, improve cardiovascular health, increase physical activity, and improve psychosocial health including self-confidence and quality of life.
详细描述
Klub Kinect will last about 14 weeks for each participant. The program begins with a 3.5 hour clinic visit, the intervention lasts for 12 weeks, and the participant comes in for a final 3.5 hour clinic visit.
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
- Double (Investigator, Outcomes Assessor)
入排标准
- 年龄范围
- 14 Years 至 18 Years(Child, Adult)
- 性别
- Female
- 接受健康志愿者
- 是
入选标准
- •Age 14-18 years old
- •Postmenarchal
- •BMI percentile equal to or greater than 85th on the U.S. Centers for Disease Control and Prevention growth chart
- •Speak, understand, read, and write English
- •Willing to accept randomization
排除标准
- •Hospitalization for mental illness within the past 5 years.
- •Since the focus herein is on ambulatory activities, participants who use wheelchairs or other impairments that prevent normal ambulation will be excluded
- •Indication of cardiac abnormality on an electrocardiogram that requires referral to a cardiologist
- •Previous history of, or clinical symptoms or signs of, cardiovascular disease, stroke or transient ischemic attacks, chest pain, unusual dyspnea during physical activity/exercise, severe ankle edema, or intermittent claudication.
- •Previous history of musculoskeletal injuries or problems causing severe pain during physical activity or exercise which interferes with daily activities.
- •Participant has a pacemaker or other implanted medical device (including metal joint replacements).
- •Participant is unable to complete all baseline testing (one session) within 1 month prior to the beginning of the intervention
- •Medical problems, including epileptic seizures, that prevent video game play
- •Family history of epileptic seizures
- •Unable to make the commitment of coming to Pennington Biomedical Research Center for 3 weekly gaming sessions for 12 weeks
结局指标
主要结局
Change in Body Fat
时间窗: Baseline clinic visit (week 0) and final clinic visit (week 13)
Assessed by dual energy x-ray absorptiometry
Change in Resting Systolic Blood Pressure Percentile
时间窗: Baseline clinic visit (week 0) and final clinic visit (week 13)
Resting systolic blood pressure percentile
Change in Visceral Adiposity
时间窗: Baseline clinic visit (week 0) and final clinic visit (week 13)
Assessed by magnetic resonance imaging
次要结局
- Change From Baseline in Self-efficacy Towards Exercise on the Self-Efficacy for Healthy Eating and Physical Activity Measure (SE-HEPA) at Week 13(Baseline clinic visit (Week 0) and final clinic visit (Week 13))
- Feasibility (Adherence)(3 gaming sessions/week for 12 weeks)
- The Friendship Quality Questionnaire to Measure Change in Peer Support From Baseline to Week 13.(Baseline clinic visit (week 0) and final clinic visit (week 13))
- Change From Baseline in Health-related Quality of Life(Baseline clinic visit (week 0) and final clinic visit (week 13))
- Change in Physical Activity(Baseline clinic visit (week 0) and final clinic visit (week 13))
研究者
Amanda Staiano
Principal Investigator
Pennington Biomedical Research Center
