Study Stopped
grunnet COVID-19 pandemien då vi haft hög drop-out og vanskelig att rekruttere
Gaming and Training Combined to Help Adolescents Get More Physically Active
Increasing Physical Activity Among Adolescents With Motivational High-Intensity Training Through a Cutting-Edge Gaming Platform
1 other identifier
interventional
29
1 country
1
Brief Summary
The purpose of this study is to investigate if playing a newly developed videogame that requires physical activity (e.g. exergame), leads to increased physical activity and health benefits in children and adolescents who do not regularly participate in endurance training. Health benefits will be expressed in physical fitness (maximal oxygen consumption), blood markers of a healthy heart, body composition and objectively measured physical activity. Gaming frequency of the participants will be registered throughout the 24 week intervention period.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Feb 2019
Typical duration for not_applicable
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
September 6, 2018
CompletedFirst Posted
Study publicly available on registry
September 10, 2018
CompletedStudy Start
First participant enrolled
February 11, 2019
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 7, 2021
CompletedStudy Completion
Last participant's last visit for all outcomes
April 7, 2021
CompletedApril 23, 2021
April 1, 2021
2.2 years
September 6, 2018
April 21, 2021
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
VO2max
Maximal Aerobic Capacity
12 weeks
VO2max
Maximal Aerobic Capacity
24 weeks
Secondary Outcomes (14)
Change in daily average energy expenditure
Baseline, 12 and 24 weeks
Change in daily time in sedentary activity (<3.0 metabolic equivalents =METs)
Baseline, 12 and 24 weeks
Change in daily time in moderate intensity activity (3.0-6.0 metabolic equivalents = METs)
Baseline, 12 and 24 weeks
Change in daily time in vigorous intensity activity (6.0-9.0 metabolic equivalents = METs)
Baseline, 12 and 24 weeks
Change in daily time in very vigorous intensity activity (>9.0 metabolic equivalents = METs)
Baseline, 12 and 24 weeks
- +9 more secondary outcomes
Study Arms (2)
Exergaming
EXPERIMENTAL24 week access to the exergaming platform PlayPulse
Control
NO INTERVENTIONAsked to continue with their normal daily routine
Interventions
free access to the exergaming platform PlayPulse for 24 weeks
Eligibility Criteria
You may qualify if:
- Not regularly participating in endurance training
- Sedentary (\<60 mins daily moderate/vigorous intensity physical activity)
- Play video games \> 10 hours/week (self-reported)
- Able to ride a bike for up to 60 minutes
You may not qualify if:
- Known cardiovascular disease
- Type I diabetes
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Department of Circulation and Medical Imaging
Trondheim, 7491, Norway
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
September 6, 2018
First Posted
September 10, 2018
Study Start
February 11, 2019
Primary Completion
April 7, 2021
Study Completion
April 7, 2021
Last Updated
April 23, 2021
Record last verified: 2021-04
Data Sharing
- IPD Sharing
- Will not share