Sponsor study identifier
interventional
49
1 country
1
Study Start
November 2016
Actual (reported)Primary Completion
May 4, 2018
Actual (reported)Study Completion
May 4, 2018
Actual (reported)The purpose of this study is to look at the effects of active video game play on youth physical activity.
Registry-reported information. Elapsed time and enrollment totals alone do not measure study progress or recruitment pace.
May 4, 2018
Actual (reported)Click on a node to explore related trials.
Some registry-reported names shown below are not yet linked in this graph.
Dates and qualifiers reported by the registry. Estimated dates do not confirm that a milestone has occurred.
October 19, 2016
Actual (reported)October 20, 2016
Actual (reported)November 2016
Actual (reported)May 4, 2018
Actual (reported)May 4, 2018
Actual (reported)Change in relative reinforcing value (RRV) of active video games
RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play).
Week 0, Week 6, Week 10
Change in minutes of physical activity, as assessed by activity tracker
Week 0, Week 6, Week 10
Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities
Week 0, Week 6, Week 10
Beverage and snack food consumption
Week 0, Week 6, Week 10
Children's exercise self-efficacy
Week 0, Week 6, Week 10
Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity
Week 0, Week 6, Week 10
Children will choose active video games for use during the study.
Children will be assigned active video games for use during the study.
Children will be given two active video games (AVGs) of their choice. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will be allowed to select their next game.
Children will be given their most-liked active video game (AVG) from the baseline relative reinforcing value assessment. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will receive a pre-determined game.
USDA Grand Forks Human Nutrition Research Center
Grand Forks, North Dakota, 58203, United States
James N Roemmich, PhD
USDA Grand Forks Human Nutrition Research Center
49 participants (actual enrollment reported by the registry).
First Submitted
October 19, 2016
First Posted
October 20, 2016
Study Start
November 2016
Actual (reported)The Moms Online Video Exercise Study
Registry-reported names are shown in full. Names without a link have not yet been matched to a Syfrah profile.
Contact the study team to confirm eligibility.
Primary Completion
May 4, 2018
Actual (reported)Study Completion
May 4, 2018
Actual (reported)Last Updated
April 11, 2025
Record last verified: 2025-04
Download the complete ClinicalTrials.gov record imported by Syfrah, including fields not shown in this page. The registry may contain a newer revision.
Source: ClinicalTrials.gov.
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