NCT07753213

Brief Summary

This randomized study compared two types of virtual reality gaming in male basketball players aged 10 to 12 years. The study examined whether a structured Beat Saber exergaming program produced greater improvements in isometric muscle force than self-selected virtual reality games. Eighty participants were randomly assigned to one of two groups. Both groups continued their usual basketball training three times per week for three months and completed 30 minutes of virtual reality gaming after each basketball session. One group followed a standardized Beat Saber program, while the other group selected the virtual reality games they wished to play. Peak isometric force was measured before and after the three-month intervention during a deadlift and four shoulder movements: flexion, extension, abduction, and adduction. Adverse events, including dizziness and intervention-related injuries, were also recorded.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
80

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Jan 2026

Shorter than P25 for not_applicable

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

January 15, 2026

Completed
4 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 1, 2026

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

May 1, 2026

Completed
3 months until next milestone

First Submitted

Initial submission to the registry

August 4, 2026

Completed
3 days until next milestone

First Posted

Study publicly available on registry

August 7, 2026

Completed
Last Updated

August 7, 2026

Status Verified

August 1, 2026

Enrollment Period

4 months

First QC Date

August 4, 2026

Last Update Submit

August 4, 2026

Conditions

Keywords

Virtual realityExergamingBeat SaberYouth BasketballShoulder StrenghtChildrenActive Video Games

Outcome Measures

Primary Outcomes (5)

  • Change From Baseline in Peak Isometric Deadlift Force

    Peak isometric deadlift force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions using a fixed deadlift handle, with approximately 60 seconds of rest between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

    Baseline and immediately after the 3-month intervention

  • Change From Baseline in Peak Isometric Shoulder Flexion Force

    Peak isometric shoulder flexion force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position, with approximately 60 seconds of rest between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

    Baseline and immediately after the 3-month intervention

  • Change From Baseline in Peak Isometric Shoulder Abduction Force

    Peak isometric shoulder abduction force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder abducted to 90° in the scapular plane. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

    Baseline and immediately after the 3-month intervention

  • Change From Baseline in Peak Isometric Shoulder Extension Force

    Peak isometric shoulder extension force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder flexed to 90°. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

    Baseline and immediately after the 3-month intervention

  • Change From Baseline in Peak Isometric Shoulder Adduction Force

    Peak isometric shoulder adduction force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder abducted to 90° in the scapular plane. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.

    Baseline and immediately after the 3-month intervention

Other Outcomes (1)

  • Number of Participants With Virtual Reality-Related Adverse Events

    From the first virtual reality session through completion of the 3-month intervention

Study Arms (2)

Structured Beat Saber Exergaming

EXPERIMENTAL

Participants completed three 30-minute Beat Saber sessions per week for three months using a Meta Quest 3 headset. Sessions took place after regular basketball training. Beat Saber involved repeated rapid upper-limb movements combined with trunk and lower-limb actions, including squatting and side-stepping. Participants also completed three approximately 60-minute basketball training sessions per week.

Behavioral: Structured Virtual Reality Exergaming

Self-Selected Virtual Reality Gaming

ACTIVE COMPARATOR

Participants completed three 30-minute self-selected virtual reality gaming sessions per week for three months after regular basketball training. Participants selected the games they wished to play, and the games were not standardized by title, movement pattern, or physical demand. Participants also completed three approximately 60-minute basketball training sessions per week.

Behavioral: Self-Selected Virtual Reality Gaming

Interventions

Participants completed a standardized Beat Saber virtual reality exergaming program using a Meta Quest 3 headset. Sessions were performed three times per week for three months, with each session lasting 30 minutes and taking place after basketball training. Gameplay required repeated rapid upper-limb movements combined with trunk and lower-limb actions, including squatting and side-stepping.

Structured Beat Saber Exergaming

Participants completed self-selected virtual reality gaming three times per week for three months. Each session lasted 30 minutes and took place after basketball training. Participants selected the games they wished to play. Game titles, movement patterns, and physical demands were not standardized.

Self-Selected Virtual Reality Gaming

Eligibility Criteria

Age10 Years - 12 Years
Sexmale
Healthy VolunteersYes
Age GroupsChild (0-17)

You may qualify if:

  • Male children aged 10 to 12 years
  • Clinically healthy, with no known underlying disease or medical condition
  • Regular participation in basketball training
  • Physically able to safely complete the basketball training, virtual reality sessions, and strength assessments
  • Written informed consent provided by a parent or legal guardian
  • Written assent provided by the participant

You may not qualify if:

  • Absence of written parental or legal guardian consent
  • Absence of participant assent
  • Any medical, neurological, musculoskeletal, or other condition that could limit participation in physical activity or prevent safe completion of the study procedures

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

OH Kineto Complex

Cluj-Napoca, Cluj, 400677, Romania

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Masking Details
This was an open-label study. Participants could not be masked because the assigned virtual reality activities were visibly different. Staff delivering the interventions and the principal investigator were aware of group allocation. The principal investigator also conducted the outcome assessments and was not masked. The groups trained separately and were not informed about the other group's detailed intervention protocol to reduce contamination.
Purpose
OTHER
Intervention Model
PARALLEL
Model Details: Participants were randomly assigned in a 1:1 ratio to two parallel intervention groups. One group completed a standardized Beat Saber exergaming program, and the other completed self-selected virtual reality gaming. Both groups continued regular basketball training and received matched virtual reality exposure for three months.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Licensed Physiotherapist and Principal Investigator

Study Record Dates

First Submitted

August 4, 2026

First Posted

August 7, 2026

Study Start

January 15, 2026

Primary Completion

May 1, 2026

Study Completion

May 1, 2026

Last Updated

August 7, 2026

Record last verified: 2026-08

Data Sharing

IPD Sharing
Will not share

Individual participant data will not be publicly shared because the study involved minors and the consent process did not include a prospective plan for external sharing of participant-level data. De-identified aggregate results will be reported in the study publication.

Locations