Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time
NCT05227040 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 95
Last updated 2022-02-22
Summary
The coronavirus disease 2019 (COVID-19) outbreak has not only changed the lifestyles of people globally but has also resulted in other challenges, such as the requirement of self-isolation and distance learning. The COVID-19 pandemic has resulted in an inability to go out to exercise and a reduction in movement, so the demand for exercise at home has increased. To investigate the relationships between a Nintendo Ring Fit Adventure (RFA) intervention and improvements in running time, cardiac force index (CFI), centimeters per beat (CMPB), sleep quality, and mood disorders.
Conditions
- Sleep Quality
- Mood Disorders
Interventions
- DEVICE
-
Nintendo Ring Fit Adventure Exergame
Participants in the RFA group were required to exercise for 30 minutes three times per week (in adventure mode) for 4 weeks. The initial exercise intensity was set according to the instructions given by the virtual coach during the first game and was gradually adjusted according to the game instructions. The research continued to track the RFA group subjects and continued to encourage the completion of 4 weeks of physical activity training.
Sponsors & Collaborators
-
National Defense Medical Center, Taiwan
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- HEALTH_SERVICES_RESEARCH
- Masking
- NONE
- Model
- SINGLE_GROUP
Eligibility
- Min Age
- 20 Years
- Max Age
- 65 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2021-01-01
- Primary Completion
- 2021-04-30
- Completion
- 2021-04-30
Countries
- Taiwan
Study Locations
More Related Trials
-
Applying Short-term Interactive Video Games on Community Patients With Mental Disorders
NCT04346303 ·Status: UNKNOWN ·Phase: NA
-
Impact of Mindful Eating and Movement on University Students' Food and Physical Literacy, and Social-Emotional Competencies
NCT06540898 ·Status: RECRUITING ·Phase: NA
-
Impact of Mindfulness on Athletic Performance and Functional Movement in Collegiate Athletes
NCT07342816 ·Status: RECRUITING ·Phase: NA
-
Effectiveness of a Mindfulness and Digital Technology Program for Healthy Aging (MMP-DTLA)
NCT07025655 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Effect of Computer-Based Game and HIIT Towards Symptoms, Executive Function and Neuroplasticity in Teens with IGD
NCT06582979 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Gather.Town Gaming for Pregnant Adolescents With Depression Literacy
NCT06468020 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Mindfulness, Mental Fatigue, Inhibitory Control and Endurance Performance in Athletes
NCT05466136 ·Status: COMPLETED ·Phase: NA
-
Development and Evaluation of a Psychological Intervention in Videogame Format for the Promotion of Active Aging
NCT04982497 ·Status: COMPLETED ·Phase: NA
-
Exploring the Efficacy of Treatments for Anxiety and Depression Among College Students
NCT06013930 ·Status: COMPLETED ·Phase: NA
-
The Application of Wearable Technology to Improve the Physical Activity Level of People With Chronic Mental Illness
NCT03408327 ·Status: COMPLETED ·Phase: NA
-
Tools for Wellbeing COVID-19 National Study of Undergraduate Students
NCT04414371 ·Status: UNKNOWN ·Phase: NA
-
Cognition and Health in Adolescents, Mindfulness as Prevention of Stress.
NCT01457222 ·Status: UNKNOWN ·Phase: NA
-
Exploring the Health Effects of Group Game-based Activities on Individuals With Chronic Mental Illness
NCT06440200 ·Status: COMPLETED ·Phase: NA
-
A VR Intervention for Prosocial Behavior and Well-being Among Adolescents
NCT06504069 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
In-Person Mindfulness-based Intervention for Adolescents With Autism Spectrum Disorder and Their Caregivers
NCT06577623 ·Status: COMPLETED ·Phase: NA
-
A Study of Activity Leader to Forest Therapy Campaign in Different Environments Targets on the Participants Which Had Been Infected by SARS-COV-2
NCT06601920 ·Status: COMPLETED ·Phase: NA
-
The Effect of Exercise on Cognition and Preventing Depression in Young People
NCT04816617 ·Status: COMPLETED ·Phase: NA
-
Usability Evaluation of a Mindfulness-based Serious Game
NCT06522425 ·Status: COMPLETED ·Phase: NA
-
Self-Compassion and Problematic Gaming: A Randomized Trial
NCT07270315 ·Status: COMPLETED ·Phase: NA
-
The Effects of Logotherapy in Adolescents With Mood Disorders
NCT05797428 ·Status: RECRUITING ·Phase: NA
-
Efficacy of Mindfulness-cognitive Oriented Group Intervention Program on Depressed University Students
NCT05831072 ·Status: COMPLETED ·Phase: NA
-
Effects of a Mindfulness Meditation App on Subjective Well-Being in Undergraduate University Students
NCT03783793 ·Status: COMPLETED ·Phase: NA
-
ACTing Minds: An ACT-based Videogame for Mental Health
NCT07272096 ·Status: COMPLETED ·Phase: NA
-
Effects of an Intervention on University Students' Mental Health and Learning During COVID-19
NCT04978194 ·Status: UNKNOWN ·Phase: NA
-
Effectiveness of Online Mindfulness Platform in Improving Anxiety, Depression, and Stress in Adult
NCT06613529 ·Status: COMPLETED ·Phase: NA