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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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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| physical exercise group | Active Comparator | 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. |
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| Xbox Exercise Group | Experimental | Participants followed a game-based exercise program using the Xbox video game console. |
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| VR Exercise Group | Experimental | Participants performed a virtual reality-based exercise program using VR glasses. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| 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. |
| Measure | Description | Time Frame |
|---|---|---|
| Nelson Hand Reaction Test | 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. | From enrollment to the end of treatment at 8 weeks |
| Y-Balance Test | 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. | From enrollment to the end of treatment at 8 weeks |
| D2 Test of Attention | 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. | From enrollment to the end of treatment at 8 weeks |
| Measure | Description | Time Frame |
|---|---|---|
| Adolescent Physical Activity Questionnaire | 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. | From enrollment to the end of treatment at 8 weeks |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Gönül ELPEZE, Assistant Professor | Contact | +90 342 909 75 00 | gonul.elpeze@gibtu.edu.tr |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Gaziantep Islamic Science and Technology University | Recruiting | Gaziantep | Turkey (Türkiye) |
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| ID | Term |
|---|---|
| D009043 | Motor Activity |
| ID | Term |
|---|---|
| D001519 | Behavior |
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| 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. |
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| 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. |
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| Exercise Benefits/Barriers Scale | 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. | From enrollment to the end of treatment at 8 weeks |
| Children's Body Image Scale | 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. | From enrollment to the end of treatment at 8 weeks |