CI

At a glance

ClinicalIndex Comparison Record
N/ACompleted· 106 enrolled
Drug / intervention
Active Video Gamesother
Likely dose
Not stated in record
Structured eligibility isn't available for this trial yet — see the full criteria in the Eligibility tab below.

Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.

Search/NCT03720938
NCT03720938N/ACompleted

A Digital Movement in the World of Inactive Children: Outcomes of Playing Active Video Games in a Pilot Randomized Trial

Abant Izzet Baysal University·interventional·Posted Oct 26, 2018·Updated Apr 29, 2020

In Brief

A clinical study evaluating Active Video Games for Self-Perception and Body Weight. Completed, enrolled 106 participants.

Detailed Summary

Inactivity was reported to be high in children and considered to be the fourth common cause of death in all ages. The reason for children is usually the increasing indoor use of sedentary screen time. Active Video Games (AVG) have recently been introduced for decreasing the sedentary time for children and directing them to physical activity (PA) at home.The aim of this study is to show the quantitative effect of games on physical fitness parameters like weight, body mass index (BMI) and fat ratio (FR). The study also aims at the factors for motivation or continuance of the games as self-perception and enjoyment levels together with qualitative effects of games on satisfaction and attitude changes in inactive children.

Study Details

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
Countries--
Collaborators--

Timeline

N/ACompletedFinished
20132014201520162017201820192020202120222023202420252026
First PostedOct 26, 2018
Enrollment StartFeb 1, 2013
Primary CompletionMay 1, 2013
Study CompletionJan 1, 2020
TodayJul 2, 2026
Enrollment to primary: 3 monthsPosted 7.7 years ago

Interventions

Active Video Gamesother

Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.