The Impact of Exergame on User Health

NCT ID: NCT02129023

Last Updated: 2019-02-05

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

116 participants

Study Classification

INTERVENTIONAL

Study Start Date

2014-01-31

Study Completion Date

2014-04-30

Brief Summary

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The purpose of this study is to examine whether exergame use can improve user health, in terms of physical fitness, self-rated mental health and physical health, and favorable attitude, strong intention, and actual behavior of future exercise. Moreover, this study also examines whether past exercise moderates the impact of exergame use on user health.

Detailed Description

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The main hypotheses are:

H1: Compared with the control group participants (who do not use exergame) the experimental group participants (who use exergame) have better change in physical fitness. The difference between these two groups in the amount of change is negatively related to past exercise.

H2: Compared with the control group participants (who do not use exergame) the experimental group participants (who use exergame) have better change in (a) mental health and (b) physical health after the intervention. The difference between these two groups in the amount of change is negatively related to past exercise.

H3: Compared with the control group participants (who do not use exergame) the experimental group participants (who use exergame) have better change in (a) attitude, (b) intention and (c) behavior of doing another exercise in the future. The difference between these two groups in the amount of change is negatively related to past exercise.

Conditions

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Impact of Exergame Use on User Health

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

HEALTH_SERVICES_RESEARCH

Blinding Strategy

DOUBLE

Investigators Outcome Assessors

Study Groups

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exergame

Participants were asked to use exergame (Xbox 360) half hour for three times per week in the 12-week study period.

Group Type EXPERIMENTAL

Xbox 360

Intervention Type DEVICE

For each participant in the experimental arm, two Xbox 360 exercise items were randomly selected from the nine items, which are related to user health. Each participant takes the two exercise items in turn.

control

Participants were not asked to use exergames.

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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Xbox 360

For each participant in the experimental arm, two Xbox 360 exercise items were randomly selected from the nine items, which are related to user health. Each participant takes the two exercise items in turn.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* junior and senior undergraduate student
* senior graduate student

Exclusion Criteria

* asthma
* high myopia
* anemia
* vertigo
* cardiopathy
* hypertension
* unstable of intracranial pressure and blood pressure
* cardiac arrhythmia
* heart failure
* angor pectoris
* injury of vertebra
* ankylosing spondylitis
* hereditary cardiac arrhythmia
* musculoskeletal system injury
* glaucoma
* psychiatric disorders
Minimum Eligible Age

20 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Chang Gung Memorial Hospital

OTHER

Sponsor Role collaborator

Chang Gung University

OTHER

Sponsor Role lead

Responsible Party

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Ching-I Teng

Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Ching-I Teng, PhD

Role: PRINCIPAL_INVESTIGATOR

Chang Gung University

Locations

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Chang Gung University

Taoyuan District, , Taiwan

Site Status

Countries

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Taiwan

Other Identifiers

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CMRPD3D0021

Identifier Type: -

Identifier Source: org_study_id

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