ClinicalTrials.Veeva

Menu

Active Video Game Influence Cognitive Ability

P

Prince Sattam Bin Abdulaziz University

Status

Completed

Conditions

Physical Inactivity

Treatments

Behavioral: VR game

Study type

Interventional

Funder types

Other

Identifiers

NCT06646874
RHPT/023/007

Details and patient eligibility

About

The experiment was conducted at the Human Biomechanics Laboratory of the College of Applied Medical Sciences of Prince Sattam bin Abdulaziz University between February 2024 and May 2024. During the briefing, all questions were answered to ensure that participants understood the experiment and its objectives. On the day of the experiment, demographic information was collected, including age, height, weight, body mass index (BMI), and preferred leg. An Eye-Level Weight Beam scale (Detecto, Webb City, MO, USA) was used to determine the weight and height of the subjects. To identify the preferred leg, participants were observed ascending stairs or kicking a ball.

Participants were recruited and assigned to one of two groups, either the control group or the VR group. Participants were required to attend one experimental session in a random order using Microsoft Excel's (Microsoft Corp., Redmond, WA, USA) random list function. The VR group was required to play a 20-minute game of Beat Saber VR, while the control group was asked to sit quietly for 20 minutes without any activities assigned. This study used an accelerometer from ActivPal (PAL Technologies Ltd, Glasgow, UK) to capture the PA levels of the VR group throughout the VR game. Following previously published validation studies and manufacturer recommendations, a strip of Tegaderm (3M, St. Paul, MN) was attached to the preferred leg's front thigh.

Enrollment

44 patients

Sex

Female

Ages

18 to 23 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Female college students
  • Low physical activity (inactive)
  • Age (18 to 23 years)
  • No previous medical condition affecting PA level
  • No visual impairments
  • Have never experienced the VR game used in the trial

Exclusion criteria

  • Male students
  • Physically active

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

44 participants in 2 patient groups

Control group
No Intervention group
Description:
The control group completed the MoCA pre- and post-tests 20 minutes apart. A debriefing was conducted for the participants following the conclusion of the experiment.
VR group
Experimental group
Description:
Each participant in the VR group completed a five-minute familiarization session with the VR game before the experimental session. Following the familiarization session, participants in the VR group were instructed to complete the Montreal Cognitive Assessment (MoCA) Arabic version (pre-test: Arabic version 8.1 and post-test: Arabic version 8.2)
Treatment:
Behavioral: VR game

Trial contacts and locations

1

Loading...

Data sourced from clinicaltrials.gov

Clinical trials

Find clinical trialsTrials by location
© Copyright 2026 Veeva Systems