Can Gaming Get You Fit? A High-Intensity Exergaming Intervention in Adults
Motivational High Intensity Training Through a Cutting-edge Gaming Platform. A Randomised, Controlled Trial
1 other identifier
interventional
52
1 country
1
Brief Summary
The purpose of this project is to assess if playing a newly developed videogame that require physical activity (e.g. exergame) can lead to health benefits. The project will include 50 adult participants that are not particularly physically active. They will be randomized into two groups where one group will be given free access to the exergame for 6 months. The physical fitness (maximal oxygen consumption), blood markers of cardiometabolic health and body composition of the subjects will be tested before, mid-ways and after the intervention period. Also, the participants gaming frequency will be registered throughout the 6-month period. Aim of this study is to investigate if access to this game can provide health benefits for individuals who are not motivated to take part in regular physical activity.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started May 2018
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
April 5, 2018
CompletedFirst Posted
Study publicly available on registry
May 1, 2018
CompletedStudy Start
First participant enrolled
May 25, 2018
CompletedPrimary Completion
Last participant's last visit for primary outcome
November 30, 2019
CompletedStudy Completion
Last participant's last visit for all outcomes
November 30, 2019
CompletedDecember 11, 2019
December 1, 2019
1.5 years
April 5, 2018
December 9, 2019
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
VO2max (Maximal Aerobic Capacity)
3 months
VO2max (Maximal Aerobic Capacity)
6 months
Secondary Outcomes (13)
Daily average energy expenditure
3 and 6 months
Daily average number of steps
3 and 6 months
Daily time in sedentary activity (< 3.0 metabolic equivalents = METs)
3 and 6 months
Daily time in moderate intensity activity (3.0-6.0 metabolic equivalents = METs)
3 and 6 months
Daily time in vigorous intensity activity (6.0-9.0 metabolic equivalents = METs)
3 and 6 months
- +8 more secondary outcomes
Study Arms (2)
Exergaming
EXPERIMENTALfree access to the exergame PedalTanks
Control
NO INTERVENTIONrecommended to continue with their normal daily routine
Interventions
free access to the exergame PedalTanks during 6 months
Eligibility Criteria
You may qualify if:
- Sedentary (\<150 mins of moderate intensity physical activity/week)
- Able to ride a bike for up to 60 minutes
You may not qualify if:
- Known cardiovascular disease
- Taking beta-blockers or anti-arrhythmic drugs
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Department of Circulation and Medical Imaging
Trondheim, 7491, Norway
Related Publications (1)
Berg J, Wang AI, Lydersen S, Moholdt T. Can Gaming Get You Fit? Front Physiol. 2020 Aug 20;11:1017. doi: 10.3389/fphys.2020.01017. eCollection 2020.
PMID: 32973553DERIVED
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- STUDY DIRECTOR
Øystein Risa, PhD
Norwegian University of Science and Technology
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
April 5, 2018
First Posted
May 1, 2018
Study Start
May 25, 2018
Primary Completion
November 30, 2019
Study Completion
November 30, 2019
Last Updated
December 11, 2019
Record last verified: 2019-12