Can a 6-minute Walking or Resting Break Improve Executive Function in Gamers.

NCT ID: NCT04674436

Last Updated: 2022-01-18

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

29 participants

Study Classification

INTERVENTIONAL

Study Start Date

2020-07-24

Study Completion Date

2021-02-24

Brief Summary

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This study will ask ranked first person shooters in esports to participate on three separate days from their home computer to test executive function prior tp play and following two hours of play. One testing day will incorporate a 6 minute walk break, another day will incorporate a 6 minute rest break, and the third day will be continuous play. Executive tests will be administered electronically prior to game play and post game play.

Detailed Description

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A ranked first person shooter player will play for two hours each session, and on separate days will take a 6 minute walking break or a 6 minute resting break within 2 hours of game play. This study is virtual and you may play from your regular home gaming computer. The third day will be continuous play.

The study will take place on 3 separate days. Preferably 2 -3 days in -between testing days.

* Participants will sign an electronic consent form to sign and agree to participate. It will explain the study in detail.
* Participants will then be asked to take two executive function tests online. These test will be sent electronically through email. This is for practice. These tests take approximately 6-7 minutes.
* We will schedule one day where the participant will play a first -person shooter game. Prior to playing the participants will be take to take the two executive function tests.
* On one day the participant will be asked to stop after the first hour (they will be allowed to finish the test) they will either walk for 6 minutes near their computer or rest for 6 minutes. Participants will be contacted through cell phones or discord.
* Game play will resume normally for another hour. When that hour is completed the participant will be asked to take the two online tests again.
* This will be 2 days. The third day the participant will take the online tests and play continuous for 2 hours with no break and then repeat the online tests.

Conditions

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Sedentary Behavior

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

CROSSOVER

Primary Study Purpose

TREATMENT

Blinding Strategy

NONE

Study Groups

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6 minute walking break

Participants will walk casually for 6 minutes following one hour of game play, then continue play for one more hour.

Group Type EXPERIMENTAL

Walking

Intervention Type BEHAVIORAL

6 minute casual walk

6 minute rest break

Participants will rest supine for 6 minutes following one hour of game play, then continue play for one more hour.

Group Type EXPERIMENTAL

Walking

Intervention Type BEHAVIORAL

6 minute casual walk

Continuous play

Participants will play continuous for 2 hours.

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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Walking

6 minute casual walk

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

\-

Exclusion Criteria

\-
Minimum Eligible Age

18 Years

Maximum Eligible Age

25 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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New York Institute of Technology

OTHER

Sponsor Role lead

Responsible Party

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Joanne DiFrancisco-Donoghue

Associate Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Joanne Donoghue

Role: PRINCIPAL_INVESTIGATOR

New York Institute of Technology

Locations

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New York Institute of Technology College of Osteopathic Medicine

Old Westbury, New York, United States

Site Status

New York Institute of Technology

Old Westbury, New York, United States

Site Status

Countries

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United States

Other Identifiers

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BHS-1566

Identifier Type: -

Identifier Source: org_study_id

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