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Playing AVI During Tennis Training Process (AVIT)

M

Marusic

Status

Completed

Conditions

Cognitive Change
Learning, Spatial

Treatments

Device: Active video games
Other: tennis training process

Study type

Interventional

Funder types

Other

Identifiers

NCT03946436
AVITENNIS

Details and patient eligibility

About

Developing movement capabilities and efficiently acquiring and assimilating movement information and knowledge in middle childhood stages is of great importance for performing complex movement structures in later stages of life. Our study is directed to researching the influence of active video games (AVG) on assessment of tennis motor skills and visual capabilities in middle childhood, as a part of two separate sub-researches.

Full description

In the first sub-research, which included a sample of 55 children aged between 7 and 9, the investigators measured the physiological responses of bodies after acute and chronic exposure to playing AVG. The investigators established a significant difference in skin conductance before beginning the intervention between the virtual and actual game. After the intervention, the experimental group had a significantly higher average value of heart rate frequency and breathing frequency while playing AVG in comparison to the control group.

In the second sub-research the investigators measured progress in tennis technique (TRSC test), development of gross motor skills and change in reaction time on the same group of children. In the TRSC test, the control group improved in all sub-groups with both strokes. The experimental group made no improvements in sub-group 3d with the ''forehand'', 1d and 3d with the ''backhand''. In the gross motor skill development test the investigators have not established a significant interaction effect. In the analogue reaction time measurement test, the investigators recorded a significant interaction between time x group. The same goes for Simon's test with incongruent stimuli, with congruent the interaction was of no relevance.

The investigators established that the use of AVG can represent a new strategy for combining movement/sports activities and cognitively directed tasks aiming at effective assessment of tennis skills.

Enrollment

55 patients

Sex

All

Ages

7 to 9 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Age limit

Exclusion criteria

  • excluded were players with injuries or long-term body impairments that prevented them from performing shots as they are usually instructed.

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Double Blind

55 participants in 2 patient groups

I-AVI
Experimental group
Description:
The I-AVI group were involved in a regular tennis training process, two times a week for one hour. Additionally right after the tennis lessons they played a Virtua Tennis 4 active video game for 20 minutes per participant. They use the playstation kinect console. The intervention lasted 6 months.
Treatment:
Other: tennis training process
Device: Active video games
NO-AVI
Active Comparator group
Description:
The NO_AVI group were involved in a regular tennis training process, two times a week for one hour. The training process lasted 6 months.
Treatment:
Other: tennis training process

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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