[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100560618":3},{"organization":4,"armGroups":7,"interventions":25,"overallOfficials":34,"centralContacts":38,"locations":29,"responsibleParty":48,"collaborators":29,"id":51,"slug":52,"hasResults":53,"nctId":54,"briefTitle":55,"officialTitle":56,"acronym":29,"eligibilityCriteria":57,"healthyVolunteers":58,"sex":59,"minAge":60,"maxAge":61,"enrollmentInfo":62,"targetDuration":29,"studyType":65,"phases":66,"briefSummary":68,"conditions":69,"keywords":73,"overallStatus":77,"whyStopped":29,"lastUpdateSubmitDate":78,"lastUpdatePostDateStruct":79,"startDateStruct":82,"completionDateStruct":84,"leadSponsor":86,"locationsCount":29},{"fullName":5,"class":6},"Universiti Putra Malaysia","OTHER",[8,14,19],{"label":9,"type":10,"description":11,"interventionNames":12},"Peer involvement in Two player mode(peer involvement) in Competitive Exergame play","EXPERIMENTAL","The peer participation group requires a classmate to accompany the child to complete the experiment task.",[13],"Other: Peer involvement in Two player mode(peer involvement) in Competitive Exergame play",{"label":15,"type":10,"description":16,"interventionNames":17},"Single player mode in Competitive Exergame play","Single player mode play the single-person model and the child need to complete the experimental task under the teacher's supervision.",[18],"Other: Single player mode in Competitive Exergame play",{"label":20,"type":21,"description":22,"interventionNames":23},"Children did not engage in any Competitive Exergame play","ACTIVE_COMPARATOR","Children did not engage in any Competitive Exergame play nor any other structured school-based PA programs beyond physical education, and maintained just for a normal school life.",[24],"Other: Children did not engage in any Competitive Exergame play",[26,30,32],{"type":6,"name":9,"description":27,"armGroupLabels":28,"otherNames":29},"Device: Nintendo Wii sports competitive versus. The duration of the study was 8 weeks and the frequency was 45 minutes, three times per week. In the first two weeks, three games of bowling, tennis and fencing will be selected for experimentation at the beginner and intermediate levels respectively. In the three weeks from week 3 to week 5, golf, tennis and cycling were selected for the beginner, intermediate and advanced levels of the experiment. In the last three weeks, basketball, boxing and dancing will be selected for experimentation at beginner, intermediate and advanced levels respectively. The control group did not participate in any intervention and maintained daily physical activity behavior.",[9],null,{"type":6,"name":15,"description":27,"armGroupLabels":31,"otherNames":29},[15],{"type":6,"name":20,"description":27,"armGroupLabels":33,"otherNames":29},[20],[35],{"name":36,"affiliation":5,"role":37},"Chunqing Liu","PRINCIPAL_INVESTIGATOR",[39,44],{"name":40,"role":41,"phone":42,"phoneExt":29,"email":43},"Chuqning Liu","CONTACT","+8618370774883","gs62555@student.upm.edu.my",{"name":45,"role":41,"phone":46,"phoneExt":29,"email":47},"Geok Soh Kim","03-97698153","kims@upm.edu.my",{"type":37,"investigatorFullName":49,"investigatorTitle":50,"investigatorAffiliation":5,"oldNameTitle":29,"oldOrganization":29},"Liu Chunqing","Principal Investigator","100560618","effects-of-competitive-exergame-on-weight-loss-mental-health-and-social-emotional-100560618",false,"NCT06579495","Effects of Competitive Exergame on Weight Loss, Mental Health, and Social-emotional","Effects of Competitive Exergame on Weight Loss, Mental Health, and Social-emotional Among Overweight and Obese Male Adolescents in China","Inclusion Criteria:\n\n* The age of the experimental subjects should be 12-14 years old;\n* The student had never played AVG before;\n* The students' BMI percentile should be more than 85;\n* There are no other sports besides daily physical activities;\n* The students without physical and\u002For mental disabilities;\n\nExclusion Criteria:\n\n* Having self-reported physical and\u002For mental disabilities;\n* Having motion sickness reaction when exercising under AVG based condition;\n* Relevant weight loss medicine taken within half a year;",true,"MALE","12 Years","14 Years",{"count":63,"type":64},75,"ESTIMATED","INTERVENTIONAL",[67],"NA","Overweight and obesity are prevalent, especially among adolescents. By 2016, over 124 million children and adolescents, comprising 6% of girls and 8% of boys, were classified as obese. Over the past century, childhood obesity has transitioned from a symbol of prosperity and well-being to being acknowledged as a significant health concern. Furthermore, according to the World Health Organization, it is now considered \"one of the most serious challenges of the 21st century.\" Overweight and obese adolescents have serious problems with weight loss, mental health and social-emotional. A previous study by Lopez identified time constraints and a lack of motivation as hindrances to physical activity, a key component of effective weight loss measures.\n\nIn today's society, developed modern technology plays a very important role in the growth of teenagers and in their daily life. Exergame is a new type of video game that allows participants to be more active, stimulating their whole body movement game experience and promoting non-sedentary physical activity. Active Video Games (AVGs) utilize motion-sensing technology to simplify the complex functions typically associated with computer operations. Exergaming is a novel video game that stimulates an active whole-body gaming experience that allow to play multiple players compete or cooperate on a team. Playing against a peer offering both virtual and real social interaction is more likely to sustain engagement, and also promotes higher energy expenditure in an exergame compared to playing alone.\n\nHarnessing adolescents' fascination with video games represents an innovative strategy in the battle against pediatric obesity and sedentary lifestyles. It is especially important to intervene with overweight and obese adolescents using Competitive exergame to become more actively involved in sports, no longer afraid of social interaction, and improve quality of life. Competitive exergame provides a virtual and a real social interaction to improve mental health on overweight and obese adolescents. Therefore, the study will systematically investigate the effects of Competitive Exergame on Weight loss, Mental health,and Social-emotional among overweight and obese male adolescents in China.",[70,71,72],"Weight Loss","Mental Health Issue","Overweight and Obesity",[74,75,76],"Competitive Exergame","Mental Health","Social-emotional","NOT_YET_RECRUITING","2024-08-27",{"date":80,"type":81},"2024-08-30","ACTUAL",{"date":83,"type":64},"2024-09",{"date":85,"type":64},"2024-12",{"name":5,"class":6}]