Gaming and Training Combined to Help Adolescents Get More Physically Active
NCT03663699 · Status: TERMINATED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 29
Last updated 2021-04-23
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.
Conditions
- Sedentary Lifestyle
Interventions
- BEHAVIORAL
-
Exergaming
free access to the exergaming platform PlayPulse for 24 weeks
Sponsors & Collaborators
-
Norwegian University of Science and Technology
lead OTHER
Principal Investigators
-
Øystein Risa, PhD · Norwegian University of Science and Technology
Study Design
- Allocation
- RANDOMIZED
- Purpose
- PREVENTION
- Masking
- NONE
- Model
- PARALLEL
Eligibility
- Min Age
- 12 Years
- Max Age
- 18 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2019-02-11
- Primary Completion
- 2021-04-07
- Completion
- 2021-04-07
Countries
- Norway
Study Locations
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