[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100641968":3},{"organization":4,"armGroups":7,"interventions":25,"overallOfficials":30,"centralContacts":39,"locations":45,"responsibleParty":61,"collaborators":30,"id":65,"slug":66,"hasResults":67,"nctId":68,"briefTitle":69,"officialTitle":70,"acronym":30,"eligibilityCriteria":71,"healthyVolunteers":72,"sex":73,"minAge":74,"maxAge":75,"enrollmentInfo":76,"targetDuration":30,"studyType":79,"phases":80,"briefSummary":82,"conditions":83,"keywords":90,"overallStatus":48,"whyStopped":30,"lastUpdateSubmitDate":94,"lastUpdatePostDateStruct":95,"startDateStruct":98,"completionDateStruct":100,"leadSponsor":102,"locationsCount":103},{"fullName":5,"class":6},"Gaziantep Islam Science and Technology University","OTHER",[8,14,20],{"label":9,"type":10,"description":11,"interventionNames":12},"physical exercise group","ACTIVE_COMPARATOR","This group served as an active control group. Participants in this group followed a traditional physical exercise program consisting of real-world soccer and basketball, in order to provide a baseline benchmark for the digital game-based intervention groups.",[13],"Other: Conventional Physical Exercise Program",{"label":15,"type":16,"description":17,"interventionNames":18},"Xbox Exercise Group","EXPERIMENTAL","Participants followed a game-based exercise program using the Xbox video game console.",[19],"Other: Xbox Console-Based Exercise Program",{"label":21,"type":16,"description":22,"interventionNames":23},"VR Exercise Group","Participants performed a virtual reality-based exercise program using VR glasses.",[24],"Other: Virtual Reality-Based Exercise Program",[26,31,35],{"type":6,"name":27,"description":28,"armGroupLabels":29,"otherNames":30},"Conventional Physical Exercise Program","This group practiced using real sports equipment. The training program included kicking a soccer ball into a goal and a basketball into a hoop. The intervention was implemented for 20 minutes, 3 days a week, for a total of 8 weeks.",[9],null,{"type":6,"name":32,"description":33,"armGroupLabels":34,"otherNames":30},"Xbox Console-Based Exercise Program","Participants in this group underwent a game-based exercise program using an Xbox video game console. The training protocol consisted of active video games simulating soccer and basketball, mirroring the tasks performed by a traditional exercise group. The intervention was administered three times a week for a total of eight weeks, with 20-minute sessions per week.",[15],{"type":6,"name":36,"description":37,"armGroupLabels":38,"otherNames":30},"Virtual Reality-Based Exercise Program","Participants in this group underwent a virtual reality-based exercise program using virtual reality glasses. The training protocol consisted of immersive virtual reality games simulating soccer and basketball in a fully immersive digital environment, mirroring the tasks performed by a traditional exercise group. The intervention was administered three times a week for eight weeks, with 20-minute sessions per week.",[21],[40],{"name":41,"role":42,"phone":43,"phoneExt":30,"email":44},"Gönül ELPEZE, Assistant Professor","CONTACT","+90 342 909 75 00","gonul.elpeze@gibtu.edu.tr",[46],{"facility":47,"status":48,"city":49,"state":30,"zip":30,"country":50,"countryCode":30,"cosmosGeoPoint":51,"geoPoint":56,"contacts":57},"Gaziantep Islamic Science and Technology University","RECRUITING","Gaziantep","Turkey (Türkiye)",{"type":52,"coordinates":53},"Point",[54,55],37.3825,37.05944,{"lat":55,"lon":54},[58],{"name":59,"role":42,"phone":60,"phoneExt":30,"email":44},"Gönül ELPEZE, Assistant Prof","0 90 342 909 75 00",{"type":62,"investigatorFullName":63,"investigatorTitle":64,"investigatorAffiliation":5,"oldNameTitle":30,"oldOrganization":30},"PRINCIPAL_INVESTIGATOR","Gönül Elpeze","Assistant Proffessor","100641968","the-effects-of-game-based-exercise-programs-100641968",false,"NCT07660822","THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS","THE EFFECTS OF VIRTUAL REALITY AND VIDEO GAME-BASED EXERCISE PROGRAMS ON PHYSICAL FITNESS AND ATTENTION LEVELS IN HEALTHY ADOLESCENTS","Inclusion Criteria:\n\n* Volunteering to participate in the study\n* Being an adolescent aged 10-18 years\n* Having a score below 4 on the Physical Activity Scale for Adolescents\n\nExclusion Criteria:\n\n* Having any physical disability that would prevent participation in the exercise program\n* Having upper or lower extremity orthopedic disease\n* Having a score above 4 on the Physical Activity Scale for Adolescents",true,"ALL","10 Years","18 Years",{"count":77,"type":78},48,"ESTIMATED","INTERVENTIONAL",[81],"NA","Studies comparing aerobic exercise with virtual reality or video game technologies to traditional games and classical exercise have been conducted in healthy adolescents, but no studies comparing virtual reality and video game technologies have been found. Based on all this, we aimed to investigate the effect of virtual reality and video game-based exercise programs on physical fitness and attention levels in healthy adolescents. The study was planned as a quantitative experimental randomized controlled trial. Healthy individuals aged 10-18 years who meet the inclusion criteria will be evaluated during the dates of the study. Individuals will be divided into 3 groups: a classical physical activity group, a virtual reality group, and a video-based game group. Each program will be implemented for 20-30 minutes, three days a week for eight weeks. The Physical Activity Scale for Adolescents was used to evaluate the physical activity of the individuals, the Multidimensional Body-Self Relationship Scale was used to measure body image, and the Exercise Benefit\u002FBarrier Scale was used to measure exercise perception. To measure attention, balance, and reaction time, the D2 Attention Test, Y-Balance Test, and Nelson's Hand Reaction Test will be administered, respectively. In the virtual reality and video-based game group, the games played by participants will be similar to the physical activities performed in the classic exercise group. One or more games incorporating these physical activities will be selected.",[84,85,86,87,88,89],"Physical Activity","Body Image","Exercise Perception","Balance","Reaction Time","Attention",[91,92,93],"Healthy adolescent","virtual reality","attention level)","2026-06-16",{"date":96,"type":97},"2026-06-22","ACTUAL",{"date":99,"type":97},"2025-11-15",{"date":101,"type":78},"2026-08-30",{"name":5,"class":6},1]