NCT07318935

Brief Summary

This study examined whether dance-based video gaming could help young adults with Attention-Deficit/Hyperactivity Disorder (ADHD) improve attention, emotional wellbeing, and self-regulation. ADHD can affect focus, impulse control, coordination, and mood. Although medications are helpful for many individuals, they may produce side effects, may not lead to lasting improvement, or may not be accessible to everyone. Because of this, there has been growing interest in enjoyable, accessible, non-medication approaches to support symptom management. This research evaluated how different activities influenced the brain, body, and behavior. Participants were young adults ages 18-24 with a formal ADHD diagnosis. Each participant completed two visits: a baseline visit and an intervention visit. At baseline, participants completed questionnaires measuring ADHD symptoms, mood, and daily functioning. They also performed computer-based tasks assessing attention, inhibition, mental flexibility, and working memory while wearing an electroencephalography (EEG) cap to measure brain activity and a wearable heart rate monitor. Participants also completed balance assessments using a force plate that measured postural control. At the intervention visit, participants were randomly assigned to one of three 30-minute conditions:

  • Dance exergaming (Just Dance video game) - active, dance-based movement
  • Stationary biking - aerobic exercise while listening to music and watching dance gameplay videos
  • Music listening - seated condition listening to the same music and watching the same videos During these activities, EEG and heart rate were recorded. Afterward, participants repeated the same brain, cognitive, and balance assessments completed at baseline. A cool-down period was provided in all groups. This study allowed investigators to examine ADHD from multiple perspectives. The study assessed how movement, music, and dance influenced symptoms; how the brain responded during and after these activities; how the heart and nervous system adapted; and how balance and motor control changed. The study also evaluated how these systems (brain, body, and behavior) interacted with one another. By comparing dance exergaming with traditional aerobic exercise and a non-exercise condition, this study aimed to determine whether dance-based activity provided distinct benefits for young adults with ADHD. The goal was to better understand whether fun, creative, and widely accessible activities could support attention, emotional wellbeing, and physical regulation and whether they could complement existing treatment approaches.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
69

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started May 2024

Geographic Reach
1 country

1 active site

Status
completed

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

Study Start

First participant enrolled

May 3, 2024

Completed
11 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 26, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

March 26, 2025

Completed
9 months until next milestone

First Submitted

Initial submission to the registry

December 8, 2025

Completed
29 days until next milestone

First Posted

Study publicly available on registry

January 6, 2026

Completed
Last Updated

January 6, 2026

Status Verified

December 1, 2025

Enrollment Period

11 months

First QC Date

December 8, 2025

Last Update Submit

December 20, 2025

Conditions

Keywords

electroencephalographydanceexergamingexercisemusiccognitionexecutive functionaffective statemood

Outcome Measures

Primary Outcomes (1)

  • ADHD Symptom Severity

    Total score (0 to 72) on the Adult ADHD Self-Report Scale (ASRS) - v 1.1; higher scores indicate greater symptom severity

    Within 1 week prior to and after invention

Secondary Outcomes (14)

  • Depression level

    Within 1 week prior to and after invention

  • Anxiety level

    Within 1 week prior to and after invention

  • Attention

    Within 1 week prior to and after invention

  • Inhibition

    Within 1 week prior to and after invention

  • Inhibition

    Within 1 week prior to and after intervention

  • +9 more secondary outcomes

Other Outcomes (6)

  • Sex

    Within 1 week prior to intervention

  • Age

    Within 1 week prior to intervention

  • Race

    Within 1 week prior to intervention

  • +3 more other outcomes

Study Arms (3)

Dance Exergaming

EXPERIMENTAL

Participants completed a 30-minute Just Dance exergaming session.

Behavioral: Dance Exergaming

Stationary Cycling

ACTIVE COMPARATOR

Participants completed a 30-minute stationary cycling session with matched audiovisual stimulation.

Behavioral: Stationary Cycling

Music Listening

ACTIVE COMPARATOR

Participants remained seated and listened to the matched song playlist while viewing Just Dance gameplay.

Behavioral: Music Listening

Interventions

Participants in this intervention completed a dance-based exergaming session (Just Dance 2024) using the Nintendo Switch connected to a large projection screen. Each participant engaged in solo gameplay on Just Dance, following an on-screen coach through choreographed dance sequences set to selected songs. Only songs classified by the game developers as "Easy" were used to ensure consistent difficulty and exertion levels across participants. The total gameplay duration was 30 minutes. During the session, participants wore a Polar heart rate monitor to allow researchers to track physiological responses in real time.

Dance Exergaming
Music ListeningBEHAVIORAL

Participants in this intervention remained seated and listened to the same songs used in the Just Dance intervention for approximately 30 minutes in a randomized order. During the session, they also watched prerecorded Just Dance gameplay videos to ensure visual stimulation matched across intervention conditions. During the session, participants wore a Polar heart rate monitor to allow researchers to track physiological responses in real time.

Music Listening

Participants in this intervention completed a stationary bike exercise session while listening to the same songs used in the dance exergaming condition. During biking, they watched prerecorded Just Dance gameplay videos to provide matched audiovisual stimulation across interventions. Before beginning the main session, participants performed a 3-minute self-paced warm-up and completed stretching as needed. Resistance on the bike was adjusted at the participant's preferred pace until they reached 50% of their age-predicted maximum heart rate, calculated as 220 minus age. Heart rate was continuously monitored using a Polar heart rate monitor to ensure they remained within the target training zone. Participants cycled for 30 minutes while listening to the randomized playlist.

Stationary Cycling

Eligibility Criteria

Age18 Years - 24 Years
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64)

You may qualify if:

  • Ages 18 to 24
  • Formal diagnosis of ADHD (inattentive, hyperactive-impulsive, or combined)

You may not qualify if:

  • Current comorbid neurological disorder (e.g. seizure disorder; multiple sclerosis), tourette syndrome, or epileptic disorder
  • Contraindication to physical activity
  • Pregnancy
  • Incarceration
  • Inability to consent on own behalf
  • Non-ambulatory

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Virginia Polytechnic Institute and State University

Blacksburg, Virginia, 24061, United States

Location

MeSH Terms

Conditions

Attention Deficit Disorder with HyperactivityMotor Activity

Condition Hierarchy (Ancestors)

Attention Deficit and Disruptive Behavior DisordersNeurodevelopmental DisordersMental DisordersBehavior

Study Officials

  • Julia C Basso, PhD

    Virginia Polytechnic Institute and State University

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Assistant Professor

Study Record Dates

First Submitted

December 8, 2025

First Posted

January 6, 2026

Study Start

May 3, 2024

Primary Completion

March 26, 2025

Study Completion

March 26, 2025

Last Updated

January 6, 2026

Record last verified: 2025-12

Data Sharing

IPD Sharing
Will share

De-identified behavioral, physiological, and electroencephalography (EEG) data from this study will be shared. Data will be made available beginning 12 months after publication of the primary results and will remain accessible for 5 years. Qualified researchers may request access by submitting a brief proposal to the Principal Investigator outlining study aims and data security procedures. Approved researchers will sign a data use agreement. Only de-identified data will be provided, and use will be restricted to scientific, non-commercial purposes.

Shared Documents
STUDY PROTOCOL, SAP, ICF, ANALYTIC CODE
Time Frame
Data will be made available beginning 12 months after publication of the primary results and will remain accessible for 5 years.
Access Criteria
Qualified researchers may request access by submitting a brief proposal to the Principal Investigator outlining study aims and data security procedures. De-identified behavioral, physiological, and electroencephalography (EEG) data from this study will be shared.
More information

Locations