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ExerCube Training on Executive Functions in Young Athletes

F

Federal Institute of Technology (ETH) Zurich

Status

Completed

Conditions

Effects of Exergaming on Cognitive Functions in Young Athleten

Treatments

Other: Exergame Training

Study type

Interventional

Funder types

Other

Identifiers

NCT04296708
EK 2019-N-161

Details and patient eligibility

About

Competitive game sports require the existence of several sport-specific skills. In particular, game sport athletes need a good set of skills in order to perform well on the field. Therefore, it is important for athletes, especially young athletes, not only perform their sport, but also perform variable trainings, which differently train/trigger sport-specific skills. One skill set that is important in competitive game sports are so-called executive functions. Executive functions are needed for action planning and adaptation to the individual environmental situation, e.g. inhibition, flexibility and divided attention. A form of training that is very promising in this respect is exergaming as nowadays coaches are using virtual reality simulations to create realistic training environments. An exergame that combines this cognitive stimulation with whole-body movements in a motivating training environment is the ExerCube. Until now, however, evidence is lacking how an additional holistic exergame training can influence executive functioning in young athletes. Therefore, this study aims to get preliminary insight into the effects of the ExerCube performance on the executive function in young athletes (primary objective). The participants will be allocated into either the intervention group (ExerCube training) or the control group (no additional ExerCube training). The intervention group will train 2 times per week for about 30 minutes over a time frame of 10 weeks. Additionally, to consider the effects of the training environment, the secondary objectives include training motivation, enjoyment and flow as well as mental well-being.

Enrollment

32 patients

Sex

All

Ages

15 to 20 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Female and male
  • Age between 15 to 20 years
  • Young athletes (game sports)
  • Healthy (self-reported)
  • Able to provide written informed consent and understand instructions

Exclusion criteria

  • History of cardiovascular issue that would prevent training participation
  • Asthma (not controllable)
  • Musculosceletal injuries that would prevent training participation
  • Pain that would be reinforced by sportive activities
  • Pregnancy

Trial design

Primary purpose

Other

Allocation

Non-Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

32 participants in 2 patient groups

ExerCube group
Experimental group
Description:
The ExerCube is an immersive fitness game setting that combines innovative soft- and hardware designs with state of-the-art training concepts. The ExerCube has three walls which serve as virtual reality projection screens and haptic interfaces. The ExerCube is a playful physical-cognitive exergame training. The user navigates a virtual environment/reality via whole body exercise. The video game navigates the user and triggers various cognitive functions. The used physical exercises are functionally and elicit the improvement of endurance and strength components. Via different monitoring systems (points and heart rate), the game adapts to the individual abilities and training level to tailor workout intensity. The ExerCube training consists of two sessions a week each session will last about 30 minutes of which 25 minutes will be pure playtime
Treatment:
Other: Exergame Training
Control group
No Intervention group
Description:
The control group does not have any additional ExerCube training.

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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