Home-Based Exercise Gaming for Physically Inactive Individuals
NCT04633590 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 27
Last updated 2023-03-14
Summary
Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. However, many adults fail to be physically active according to this definition of the World Health Organisation (WHO). This represents a large economic burden to healthcare systems and public health. A number of behavioural and environmental factors associated with modern lifestyles are largely responsible for the high levels of physical inactivity including; motorised transport and sedentary jobs, lack of time, limited access to adequate exercise facilities, lack of motivation, financial constraints and environmental factors including bad weather. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises to be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise. Despite promising results, more engaging exercise strategies are needed to motivate sedentary individuals to increase their physical activity.
Inspired by current trends in the fitness market, Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the "ExerCube". The ExerCube allows a full-body workout that concurrently challenges physical and cognitive functions and adapts to the fitness and skill level of the individual. The development of a home-based version of the ExerCube has the potential to make this system available to more individuals, reduce major barriers to exercise, and ultimately provide a strategy to improve cardio-metabolic health in the population. Innovative home-based exergames are particularly in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.
Conditions
- Physical Inactivity
Interventions
- BEHAVIORAL
-
Home-based exergaming
Participants will undertake one of two 6-week training interventions. In both groups participants will be asked to train 3 times per week (18 sessions total), during which adherence to the training will be measured. To monitor adherence to training and training load (exercise completion, exercise duration and heart rate achieved during workouts) throughout the 6 weeks participants will be given a heart rate monitor.
Sponsors & Collaborators
-
University of Bern
collaborator OTHER -
Insel Gruppe AG, University Hospital Bern
lead OTHER
Principal Investigators
-
Christoph Stettler, MD · University of Bern
Study Design
- Allocation
- NA
- Purpose
- OTHER
- Masking
- NONE
- Model
- SINGLE_GROUP
Eligibility
- Min Age
- 18 Years
- Max Age
- 55 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2022-03-23
- Primary Completion
- 2023-01-23
- Completion
- 2023-01-23
Countries
- Switzerland
Study Locations
More Related Trials
-
Exercise Games and Physical Activity: Can a Home-based Exergame System Increase Physical Activity?
NCT02032667 ·Status: COMPLETED ·Phase: NA
-
Effects of Active Video Games in Physically Inactive Children
NCT03720938 ·Status: COMPLETED ·Phase: NA
-
Active Video Games and Sustainable Physical Activity
NCT01024153 ·Status: COMPLETED ·Phase: NA
-
Acute Responses of Active Video Games and Traditional Exercise Program in in Patients With Pulmonary Hypertension
NCT05901168 ·Status: COMPLETED ·Phase: NA
-
Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
NCT02940431 ·Status: COMPLETED ·Phase: NA
-
Study of Effectiveness of Different Lifestyle Interventions for Health and Wellbeing
NCT01738256 ·Status: COMPLETED ·Phase: NA
-
Testing Health Games for Adolescent Physical Activity
NCT01171261 ·Status: COMPLETED ·Phase: NA
-
Efficacy of Exercise Videogames for Physical Activity Adoption and Maintenance
NCT03298919 ·Status: COMPLETED ·Phase: NA
-
Exergaming to Increase Physical Activity in Overweight/Obese Children and Adolescents
NCT04122950 ·Status: TERMINATED ·Phase: NA
-
Exergames Enjoyment and Awareness of Their Use for Physical Activity and Health Among Young Adults
NCT07235631 ·Status: COMPLETED
-
ACTLIFE: is Active Life-style Enough?
NCT04877938 ·Status: UNKNOWN ·Phase: NA
-
Active Video Games to Promote Physical Activity in Children With Cancer
NCT01748058 ·Status: COMPLETED ·Phase: NA
-
Effectiveness of and Engagement in a Mobile Exergame With Tailored Feedback
NCT03659604 ·Status: COMPLETED ·Phase: NA
-
Home-Based Exergaming Intervention
NCT04540523 ·Status: WITHDRAWN ·Phase: NA
-
Active Video Games on Physical Activity (Main Trial)
NCT04116515 ·Status: COMPLETED ·Phase: NA
-
Estimating Energy Expenditure in Active Video Gaming Compared to Unstructured, Outdoor Play in Children
NCT01430715 ·Status: COMPLETED ·Phase: NA
-
Effects of Active Gamification in Primary School Children
NCT06849700 ·Status: COMPLETED ·Phase: NA
-
The Fitness, Game Bike Adherence, Motivation and Exercise Study
NCT01373762 ·Status: COMPLETED ·Phase: NA
-
Follow-Up of Fitness in Overweight Patients Treated With Physical Activity
NCT03754478 ·Status: UNKNOWN
-
Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial
NCT04593199 ·Status: UNKNOWN ·Phase: NA
-
Comparative Effectiveness of Social Physical Play and Traditional Exercise Programming
NCT03913078 ·Status: COMPLETED ·Phase: NA
-
Effect of Cognitively Challenging Physical Activity on Executive Functions in Pediatric Cancer Patients
NCT06839794 ·Status: RECRUITING ·Phase: NA
-
Nutritional Adaptations to Physical or Sedentary Activities in Youth
NCT01912300 ·Status: WITHDRAWN ·Phase: NA
-
Neurophysiological Mechanisms of Physical Activity Interventions in Unique Environments
NCT03501953 ·Status: WITHDRAWN ·Phase: NA
-
Impact of Exergaming on Adolescent Youth
NCT01374386 ·Status: WITHDRAWN ·Phase: NA