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Gaming and Training Combined to Help Adolescents Get More Physically Active

N

Norwegian University of Science and Technology

Status

Terminated

Conditions

Sedentary Lifestyle

Treatments

Behavioral: Exergaming

Study type

Interventional

Funder types

Other

Identifiers

NCT03663699
2018/633

Details and patient eligibility

About

The purpose of this study is to investigate if playing a newly developed videogame that requires physical activity (e.g. exergame), leads to increased physical activity and health benefits in children and adolescents who do not regularly participate in endurance training. Health benefits will be expressed in physical fitness (maximal oxygen consumption), blood markers of a healthy heart, body composition and objectively measured physical activity. Gaming frequency of the participants will be registered throughout the 24 week intervention period.

Enrollment

29 patients

Sex

All

Ages

12 to 18 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Not regularly participating in endurance training
  • Sedentary (<60 mins daily moderate/vigorous intensity physical activity)
  • Play video games > 10 hours/week (self-reported)
  • Able to ride a bike for up to 60 minutes

Exclusion criteria

  • Known cardiovascular disease
  • Type I diabetes

Trial design

Primary purpose

Prevention

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

29 participants in 2 patient groups

Exergaming
Experimental group
Description:
24 week access to the exergaming platform PlayPulse
Treatment:
Behavioral: Exergaming
Control
No Intervention group
Description:
Asked to continue with their normal daily routine

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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