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Social Exergaming for Healthy Weight in Adolescent Girls (Klub Kinect)

Pennington Biomedical Research Center logo

Pennington Biomedical Research Center

Status

Completed

Conditions

Obesity and Physical Inactivity in Adolescents

Treatments

Behavioral: Klub Kinect

Study type

Interventional

Funder types

Other

Identifiers

NCT02003963
PBRC 2013-046

Details and patient eligibility

About

The purpose is to evaluate the feasibility of a 12-week exergaming dance program for adolescent girls. This study combines dancing, video games, and a full body work-out to test if video games can increase physical activity and promote healthy weight in adolescent girls. We hypothesize that girls who play the dance exergames, versus those in the control group, will lose weight, decrease body fat and visceral fat, improve cardiovascular health, increase physical activity, and improve psychosocial health including self-confidence and quality of life.

Full description

Klub Kinect will last about 14 weeks for each participant. The program begins with a 3.5 hour clinic visit, the intervention lasts for 12 weeks, and the participant comes in for a final 3.5 hour clinic visit.

Enrollment

41 patients

Sex

Female

Ages

14 to 18 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Age 14-18 years old
  • Female
  • Postmenarchal
  • BMI percentile equal to or greater than 85th on the U.S. Centers for Disease Control and Prevention growth chart
  • Speak, understand, read, and write English
  • Willing to accept randomization

Exclusion criteria

  • Pregnant
  • Hospitalization for mental illness within the past 5 years.
  • Since the focus herein is on ambulatory activities, participants who use wheelchairs or other impairments that prevent normal ambulation will be excluded
  • Indication of cardiac abnormality on an electrocardiogram that requires referral to a cardiologist
  • Previous history of, or clinical symptoms or signs of, cardiovascular disease, stroke or transient ischemic attacks, chest pain, unusual dyspnea during physical activity/exercise, severe ankle edema, or intermittent claudication.
  • Previous history of musculoskeletal injuries or problems causing severe pain during physical activity or exercise which interferes with daily activities.
  • Participant has a pacemaker or other implanted medical device (including metal joint replacements).
  • Participant is unable to complete all baseline testing (one session) within 1 month prior to the beginning of the intervention
  • Medical problems, including epileptic seizures, that prevent video game play
  • Family history of epileptic seizures
  • Unable to make the commitment of coming to Pennington Biomedical Research Center for 3 weekly gaming sessions for 12 weeks

Trial design

Primary purpose

Prevention

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Double Blind

41 participants in 2 patient groups

Exergame Intervention
Experimental group
Description:
Participants randomly assigned to the exergame condition will participate in the intervention condition of "Klub Kinect." Klub Kinect is a 12-week intervention occurring for 90-minute sessions, 3 times per week. During each 90-minute intervention session, adolescents will engage in 60-minute bouts of aerobic gaming. Adolescents attending an exergaming session will attend concurrently.
Treatment:
Behavioral: Klub Kinect
Control (Self-Directed Care)
No Intervention group
Description:
The control condition will receive no contact or intervention other than telephone reminders of their final clinic visit.

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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