Exergame on Sleep and Emotion Among Students

NCT ID: NCT03906396

Last Updated: 2020-02-26

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

36 participants

Study Classification

INTERVENTIONAL

Study Start Date

2019-02-27

Study Completion Date

2019-04-07

Brief Summary

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This study aims to investigate the feasibility and the potential efficacy of using Xbox 360 Kinect game among healthcare undergraduate students. Thirty-six participants will be recruited and randomly allocated into the intervention and control group. The session will be 30 minutes per session for three times per week. Two outcome measures will be used at pre and post intervention.

Detailed Description

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Sleep deprivation and emotional problems such as stress, anxiety and depression commonly occur in university students. Exercise is beneficial to ameliorate those problems however university students are not serious to uptake physical activity. Commercially available exergame such as Xbox 360 Kinect is one of the alternatives. This study aims to investigate the feasibility and the potential efficacy of using Xbox 360 Kinect game among healthcare undergraduate students. A pilot two-armed parallel randomized controlled trial was implemented. A total of 36 undergraduate students was recruited and randomly allocated into the intervention group (playing Xbox 360 Kinect) or the control group (continue with normal daily routine). The intervention group received 30 minutes of Xbox Kinect activity, three times per week for six weeks. Information on psychology (DASS-21) and sleep (FOSQ-30) status were collected at pre- and post-experiment. The researcher-developed feasibility questionnaire was given to the participants in the intervention group at post-experiment. Repeated-measures ANOVA analysis was used to investigate within-between group comparison and significant value was set at p≤0.05. The analysis found potential improvement on sleep (p=0.039) and psychological health (p=0.002-0.067). The intervention protocol is feasible and highly accepted by the participants. Required optimum amount of dosage, sample size and used of outcome measures are suggested from the findings. This pilot and feasibility study support the use of Xbox 360 Kinect games in practice and to be implemented for future research.

Conditions

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Depression Sleep Anxiety Stress

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Intervention group: Using the Xbox 360 Kinect Control Group: No intervention, continue with daily routine
Primary Study Purpose

OTHER

Blinding Strategy

SINGLE

Outcome Assessors
i) A number of assessors from occupational therapy students will be recruited. This is to allow for randomization possibility on assessment responsibility.

1. Pre-evaluation is conducted randomly by accident by an independent assessor with an occupational therapy background without knowing which participant in which group. There is no specific client on specific assessor.
2. The post-evaluation is conducted randomly by accident by an independent assessor with an occupational therapy background. There is no specific client on specific assessor.

ii) Information among participants is kept confidential and blinding from each other. No cross-over is allowed to reduce bias.

Study Groups

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Intervention Group

A session 30 minutes of exercise game activities using the Xbox 360 Kinect will be performed by each participant for 6 weeks, 3 times per week. Games use for the activity are Sports Kinect and Sports Kinect 2. The activity can be performed in solo or in pairs with another participant. The game activity will be played only at the site chosen for this study.

Group Type EXPERIMENTAL

Xbox 360 Kinect

Intervention Type DEVICE

A session 30 minutes of exercise game activities using the Xbox 360 Kinect will be performed by each participant. Games uses for the activity are Sports Kinect and Sports Kinect 2. Xbox 360 Kinect - the players themselves become the ''game controller'' via their body movements and gestures, Kinect-enabled game titles lend themselves comfortably to the class of exercise games.

Control Group

No standard activity is provided for the participants. The participants will continue with their normal daily life activities.

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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Xbox 360 Kinect

A session 30 minutes of exercise game activities using the Xbox 360 Kinect will be performed by each participant. Games uses for the activity are Sports Kinect and Sports Kinect 2. Xbox 360 Kinect - the players themselves become the ''game controller'' via their body movements and gestures, Kinect-enabled game titles lend themselves comfortably to the class of exercise games.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* Undergraduate healthcare students
* Able to read and understand English version questionnaire
* Having BMI \<25

Exclusion Criteria

* Person with condition (i.e. asthma, heart problem) that prevent from participating in active physical activities.
* Known history of mental health issues
* Visually impaired students iv. Postgraduate students
Minimum Eligible Age

19 Years

Maximum Eligible Age

25 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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National University of Malaysia

OTHER

Sponsor Role lead

Responsible Party

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Farahiyah Wan Yunus

Principal Investigator

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Muhammad Hibatullah Romli, PhD

Role: PRINCIPAL_INVESTIGATOR

Universiti Putra Malaysia

Locations

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Kolej Tun Syed Nasir

Kuala Lumpur, , Malaysia

Site Status

Countries

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Malaysia

Other Identifiers

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NN-2018-167

Identifier Type: -

Identifier Source: org_study_id

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