ClinicalTrials.Veeva

Menu

Effects of Active Video Games in Physically Inactive Children (AVGAME)

A

Abant Izzet Baysal University

Status

Completed

Conditions

Body Weight
Self-Perception

Treatments

Other: Active Video Games

Study type

Interventional

Funder types

Other

Identifiers

NCT03720938
2012.16.02.545

Details and patient eligibility

About

Inactivity was reported to be high in children and considered to be the fourth common cause of death in all ages. The reason for children is usually the increasing indoor use of sedentary screen time. Active Video Games (AVG) have recently been introduced for decreasing the sedentary time for children and directing them to physical activity (PA) at home.The aim of this study is to show the quantitative effect of games on physical fitness parameters like weight, body mass index (BMI) and fat ratio (FR). The study also aims at the factors for motivation or continuance of the games as self-perception and enjoyment levels together with qualitative effects of games on satisfaction and attitude changes in inactive children.

Full description

Research related a causal association between inactivity, low esteem, and excess weight for children. For this reason, academic performance decreases and obesity associated diseases such as hypertension, diabetes, coronary heart diseases, depression, and cancer might ensue. Children usually do not prefer to perform outdoor PA due to several causes including low sense of self perception.

So far studies have shown an almost equivalent energy spent through AVGs to the physical activity of moderate intensity. Games have been previously demonstrated to prevent excess weight. There were no studies of AVG in children with varying weights, inactivity and technology preoccupation. Similarly, no qualitative research of AVG in children exploring enjoyment levels and attitude changes were encountered.

Thus, the investigators aim to find the quantitative effect of AVG on physical fitness parameters like weight, BMI and FR. Other aims are studying factors for motivation or continuance of the games as well as the feelings and perspectives of the participant children's parents for the games.

Enrollment

106 patients

Sex

All

Ages

8 to 13 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  1. Being 8-13 years old
  2. Being preoccupied with technology
  3. Being physically inactive

Exclusion criteria

  1. Having circulatory, respiratory and musculoskeletal disease
  2. Having neuropsychiatric diseases
  3. History of syncope or seizures
  4. History of exercise induced anaphylaxis
  5. Morbid obesity
  6. Short stature

Trial design

Primary purpose

Prevention

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

106 participants in 2 patient groups

Control Group
No Intervention group
Description:
Physically inactive children who did not play AVGs.
Intervention Group
Experimental group
Description:
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment.
Treatment:
Other: Active Video Games

Trial contacts and locations

0

Loading...

Data sourced from clinicaltrials.gov

Clinical trials

Find clinical trialsTrials by location
© Copyright 2026 Veeva Systems