NCT06078150

Brief Summary

Globally, overweight and obesity have become a major health concern and are present at all ages in both developed and developing countries. Sedentary lifestyle habits lead to reduced physical activity, which reduces energy expenditure, and this, combined with excessive energy intake, increases the risk of obesity. Lack of exercise combined with a sedentary lifestyle can exacerbate obesity and chronic disease. Among all obese people, the number of obese college students shows a growing trend. Obesity among college students not only leads to impaired physical health, but may also lead to discrimination, low self-confidence and self-efficacy, and even depression. Although traditional exercise methods can help college students with weight management, many college students do not enjoy these traditional physical activities. Therefore, there is an urgent need for a new form of exercise that is different from traditional exercise to get college students moving. Thus, obtaining the recommended level of physical activity. With the progress of information technology and the popularity of electronic devices, the frequency of college students using computers and mobile phones has increased. Taking advantage of college students' interest in screen games, it is a new way to control sedentary behaviours and obesity by converting static screen usage time into dynamic screen usage time. Active video games (AVGs) are a new type of video games, which require players to complete the game by interacting with the images on the screen through upper limb, lower limb, and whole-body movements. Studies have shown that playing active video games produces more energy expenditure and physical activity than sedentary video games (static games). The variety of research on AVGs is promising, but the population of participants in the studies has been mostly children and adolescents. The college student population, with a high prevalence of overweight and obesity, has a high prevalence of screen time. It is especially important to intervene with overweight and obese college students using AVG to shift their interest from screens to exercise, thereby increasing physical activity intensity. Therefore, this paper will systematically investigate the effects of AVGs on physical activity, mental health, and body composition of overweight and obese college students in China.

Trial Health

43
At Risk

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Enrollment
58

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Oct 2023

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
unknown

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

September 28, 2023

Completed
13 days until next milestone

First Posted

Study publicly available on registry

October 11, 2023

Completed
19 days until next milestone

Study Start

First participant enrolled

October 30, 2023

Completed
3 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

January 30, 2024

Completed
16 days until next milestone

Study Completion

Last participant's last visit for all outcomes

February 15, 2024

Completed
Last Updated

November 2, 2023

Status Verified

October 1, 2023

Enrollment Period

3 months

First QC Date

September 28, 2023

Last Update Submit

October 30, 2023

Conditions

Keywords

Active Video GamesOverweightObesityPhysical ActivityMental HealthBody Composition

Outcome Measures

Primary Outcomes (3)

  • Physical activity in overweight and obese university students

    Physical activity of overweight and obese college students was measured using a pedometer. The brand and model of the pedometer was the Yamax CW-700, and objective results of physical activity were obtained by measuring the number of steps with the pedometer, with more steps indicating greater physical activity.

    pretest, week 6, week 12

  • Mental health of overweight and obese college students

    Depression, stress, and anxiety were measured using the Depression Anxiety and Stress Scale (DASS). There are a total of 42 questions, with scores ranging from 0 to 42. The higher the score, the greater the psychological problem. Perceived need satisfaction was scored on a revised 8-item statement using a 7-point Likert scale. High scores indicate high satisfaction with perceived needs. Enjoyment was measured using The Physical Activity Enjoyment Scale (PACES). PACES contains 16 statements with a score range of 16-112. Higher scores are more enjoyable. Self-efficiency was measured by the General Self-Efficiency Scale (GSES), which considerations of 10 items on a 4-point Likert scale. The higher the score, the stronger the self-efficiency of the participant. Exercise Motivation Inventory-2 (EMI-2) was used to measure motor motivation. The EMI 2 scale is composed of 51 items and each item is measured utilizing a 6-point Likert scale the higher scores indicate higher exercise motivation.

    pretest, week 6, week 12

  • Body composition of overweight and obese college students

    Weight is measured using a standard kilogram scale and results are given in kilograms (kg), with weight accurate to 0.1kg. Body Mass Index (BMI) is measured using the formula BMI = weight (kg)/height (m)\^2. Weight is expressed in kilograms and height in meters, with BMI being kg/m\^2. Height is accurate to 0.1cm and weight is accurate to 0.1kg. Percentage of body fat was measured by a body composition analyzer using bioelectric impedance analysis (BIA), and the results were expressed in % (e.g., males with ≥25% body fat were considered obese; females with ≥30% body fat were considered obese). Waist-to-hip ratio was measured using an accurate tape measure, with waist and hip circumferences expressed in centimeters (cm) (e.g., waist-to-hip ratios greater than 0.9 for males and 0.85 for females were considered obese).

    pretest, week 6, week 12

Study Arms (2)

Experimental group: Active video game intervention for 1-6 weeks

EXPERIMENTAL

One hour three times a week for weeks 1-6 of the intervention (consisting of a 20-minute warm-up and a 40-minute AVG game).

Behavioral: Active video games intervention(1-6weeks)

Experimental group: Active video game intervention for 7-12 weeks

EXPERIMENTAL

One hour three times a week for weeks 7-12 of the intervention (consisting of a 10-minute warm-up and a 50-minute AVG game).

Behavioral: Active video games intervention(7-12weeks)

Interventions

Experimental: Experimental group for weeks 1-3: enter the subject's basic information. The Fitness Ring Adventure requires subjects to be proficient in wearing two Joy-Con devices. Therefore, during the three interventions in the first week, subjects were able to fully understand how the AVG was worn, the game mechanics, and the game modes. Familiarise yourself with the warm-up and stretching patterns in the preparation phase of the game in order to be better prepared for subsequent interventions. Experimental group for weeks 4-6: to supervise and assist subjects during this intervention phase and to organize a speed passing competition at the end of week 6 to reward the subjects. Variables related to the subjects' activity, mental health, and physical composition were tested and recorded while testing proficiency in the game.

Experimental group: Active video game intervention for 1-6 weeks

Experimental: Experimental group in weeks 7-9: continue to warm up before each game and then play the game. Passing tasks were set for each subject from week 7 onwards, and they had to pass 2 tasks during each weekly intervention. Experimental group in weeks 10-12: weekly intervention ensured that subjects were able to complete the pass 2 task, and if they completed the pass within the allotted time they were able to review the previously passed task. A boss fight was held in week 12, with a prize awarded to the person who took the shortest time.

Experimental group: Active video game intervention for 7-12 weeks

Eligibility Criteria

Age18 Years - 22 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • Chinese university students between the ages of 18-22
  • Overweight and obese Chinese university students (40≥BMI ≥ 25)
  • No experience playing AVGs before participating in this experiment
  • Subjects who were considered to be able to exercise healthily according to the Physical Activity Readiness Questionnaire (PAR-Q)
  • There are no injuries to the ankle or upper or lower extremities that could affect participation in AVG intervention and daily life

You may not qualify if:

  • College students majoring in physical education or involved in specialised training
  • People who are pregnant or on a diet
  • History of cardiorespiratory or respiratory disease (e.g., asthma) or metabolic disease
  • Severe muscular or skeletal injuries within the past 3 months
  • Participants with contraindications to physical activity as determined by the questions on the PAR-Q
  • Other health problems that would affect the safety of the subject during the experiment.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Qufu Normal University

Jining, Shandong, 273100, China

RECRUITING

Related Publications (3)

  • Sousa CV, Hwang J, Cabrera-Perez R, Fernandez A, Misawa A, Newhook K, Lu AS. Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students. J Sport Health Sci. 2022 Mar;11(2):164-171. doi: 10.1016/j.jshs.2021.05.002. Epub 2021 May 16.

  • Gao Z, Zeng N, McDonough DJ, Su X. A Systematic Review of Active Video Games on Youth's Body Composition and Physical Activity. Int J Sports Med. 2020 Aug;41(9):561-573. doi: 10.1055/a-1152-4959. Epub 2020 May 6.

  • Howe CA, Barr MW, Winner BC, Kimble JR, White JB. The physical activity energy cost of the latest active video games in young adults. J Phys Act Health. 2015 Feb;12(2):171-7. doi: 10.1123/jpah.2013-0023. Epub 2014 Jun 5.

MeSH Terms

Conditions

Sedentary BehaviorBody Weight ChangesOverweightObesityMotor ActivityPsychological Well-Being

Condition Hierarchy (Ancestors)

BehaviorBody WeightSigns and SymptomsPathological Conditions, Signs and SymptomsOvernutritionNutrition DisordersNutritional and Metabolic DiseasesPersonal Satisfaction

Study Officials

  • Yue Zhao, PhD

    University Putra Malaysia

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Kim Geok Soh, Professor

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
TRIPLE
Who Masked
PARTICIPANT, INVESTIGATOR, OUTCOMES ASSESSOR
Purpose
BASIC SCIENCE
Intervention Model
PARALLEL
Model Details: The experimental group underwent a standardised AVG intervention according to the protocol of this experiment, and the control group did not do the intervention only recording daily life.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Principal Investigator

Study Record Dates

First Submitted

September 28, 2023

First Posted

October 11, 2023

Study Start

October 30, 2023

Primary Completion

January 30, 2024

Study Completion

February 15, 2024

Last Updated

November 2, 2023

Record last verified: 2023-10

Data Sharing

IPD Sharing
Will not share

Since this is my doctoral thesis experiment, I won't share it until I graduate.

Available IPD Datasets

Individual Participant Data Set Access
Systematic Review Access
Individual Participant Data Set Access

Locations