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Exergame on Sleep and Emotion Among Students

N

National University of Malaysia

Status

Completed

Conditions

Depression
Anxiety
Sleep
Stress

Treatments

Device: Xbox 360 Kinect

Study type

Interventional

Funder types

Other

Identifiers

NCT03906396
NN-2018-167

Details and patient eligibility

About

This study aims to investigate the feasibility and the potential efficacy of using Xbox 360 Kinect game among healthcare undergraduate students. Thirty-six participants will be recruited and randomly allocated into the intervention and control group. The session will be 30 minutes per session for three times per week. Two outcome measures will be used at pre and post intervention.

Full description

Sleep deprivation and emotional problems such as stress, anxiety and depression commonly occur in university students. Exercise is beneficial to ameliorate those problems however university students are not serious to uptake physical activity. Commercially available exergame such as Xbox 360 Kinect is one of the alternatives. This study aims to investigate the feasibility and the potential efficacy of using Xbox 360 Kinect game among healthcare undergraduate students. A pilot two-armed parallel randomized controlled trial was implemented. A total of 36 undergraduate students was recruited and randomly allocated into the intervention group (playing Xbox 360 Kinect) or the control group (continue with normal daily routine). The intervention group received 30 minutes of Xbox Kinect activity, three times per week for six weeks. Information on psychology (DASS-21) and sleep (FOSQ-30) status were collected at pre- and post-experiment. The researcher-developed feasibility questionnaire was given to the participants in the intervention group at post-experiment. Repeated-measures ANOVA analysis was used to investigate within-between group comparison and significant value was set at p≤0.05. The analysis found potential improvement on sleep (p=0.039) and psychological health (p=0.002-0.067). The intervention protocol is feasible and highly accepted by the participants. Required optimum amount of dosage, sample size and used of outcome measures are suggested from the findings. This pilot and feasibility study support the use of Xbox 360 Kinect games in practice and to be implemented for future research.

Enrollment

36 patients

Sex

All

Ages

19 to 25 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Undergraduate healthcare students
  • Able to read and understand English version questionnaire
  • Having BMI <25

Exclusion criteria

  • Person with condition (i.e. asthma, heart problem) that prevent from participating in active physical activities.
  • Known history of mental health issues
  • Visually impaired students iv. Postgraduate students

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

36 participants in 2 patient groups

Intervention Group
Experimental group
Description:
A session 30 minutes of exercise game activities using the Xbox 360 Kinect will be performed by each participant for 6 weeks, 3 times per week. Games use for the activity are Sports Kinect and Sports Kinect 2. The activity can be performed in solo or in pairs with another participant. The game activity will be played only at the site chosen for this study.
Treatment:
Device: Xbox 360 Kinect
Control Group
No Intervention group
Description:
No standard activity is provided for the participants. The participants will continue with their normal daily life activities.

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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