Impact of Active Video Game on Cardiorespiratory, Macro and Microcirculation Function of Adolescents With Overweight
NCT ID: NCT03532659
Last Updated: 2019-02-15
Study Results
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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COMPLETED
NA
90 participants
INTERVENTIONAL
2018-07-02
2018-10-19
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
* "Experimental" group: will perform physical activity through the use of the active videogame associated with a gamification strategy three times a week for 50 minutes for a period of 8 weeks.
* Control group: there will be no intervention proposal, only used for data comparison.
OTHER
NONE
Study Groups
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Active video game
The adolescents will be submitted to physical activity with active video game for 50 minutes, 3 times a week, for a period of eight weeks. The XBOX360® platform will be used with the Kinect accessory (Microsoft®) and Just Dance will be the selected game. The music used for intervention will be previously selected, including those that can lead to moderate intensity, and assembled in blocks of 10. For each week, a new block and challenges must be elaborated to increase the motivation to carry out the physical activity.
Active video game
Among the 20 municipal schools, two will be selected between those with 298 or more students (corresponding to the third quartile of the number of students per school). Next will be selected the school in which the adolescents will be submitted to intervention, and the students from the other school will be control. The intervention will aim to promote physical exercise through active video game XBOX 360 with Kinect. The game selected will be Just Dance, to allow the participation of up to four students at the same time. In addition, a gamification protocol will be performed to increase the adolescents engagement in the exercise.
control
A follow-up will be done for eight weeks to compare the variables. The adolescents in this group will be interviewed monthly to detect changes in eating habits and lifestyle.
No interventions assigned to this group
Interventions
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Active video game
Among the 20 municipal schools, two will be selected between those with 298 or more students (corresponding to the third quartile of the number of students per school). Next will be selected the school in which the adolescents will be submitted to intervention, and the students from the other school will be control. The intervention will aim to promote physical exercise through active video game XBOX 360 with Kinect. The game selected will be Just Dance, to allow the participation of up to four students at the same time. In addition, a gamification protocol will be performed to increase the adolescents engagement in the exercise.
Eligibility Criteria
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Inclusion Criteria
* Students enrolled in public schools
Exclusion Criteria
* Genetic syndrome
* Pregnancy
* Use of medication that changes the lipid or glucose profile
* Not being treated for overweight
10 Years
16 Years
ALL
No
Sponsors
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Universidade Estadual da Paraíba
UNKNOWN
Professor Fernando Figueira Integral Medicine Institute
OTHER
Responsible Party
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Thacira Dantas Almeida Ramos
Doctorate
Principal Investigators
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Carla CM Medeiros, PhD
Role: PRINCIPAL_INVESTIGATOR
Universidade Estadual da Paraíba
João Guilherme B Alves, PhD
Role: STUDY_DIRECTOR
Professor Fernando Figueira Integral Medicine Institute
Locations
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Escola Municipal de Ensino Fundamental Governador Antônio Mariz
Campina Grande, Paraíba, Brazil
Escola Municipal de Ensino Fundamental Tiradentes
Campina Grande, Paraíba, Brazil
Countries
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Other Identifiers
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Active video game-1
Identifier Type: -
Identifier Source: org_study_id
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