[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-studies-list:{\"conditionNormalized\":\"exercise-perception\",\"overallStatus\":[\"RECRUITING\",\"AVAILABLE\",\"NOT_YET_RECRUITING\"],\"orderBy\":\"LastUpdateSubmitDate:desc\",\"size\":25,\"offset\":0}":3,"health-study-condition:exercise-perception":30},{"pageToken":4,"total":5,"offset":6,"count":5,"results":7},null,1,0,[8],{"id":9,"slug":10,"hasResults":11,"nctId":12,"briefTitle":13,"officialTitle":14,"acronym":4,"eligibilityCriteria":15,"healthyVolunteers":16,"sex":17,"minAge":18,"maxAge":19,"enrollmentInfo":20,"targetDuration":4,"studyType":23,"phases":24,"briefSummary":26,"conditions":27,"keywords":34,"overallStatus":38,"whyStopped":4,"lastUpdateSubmitDate":39,"lastUpdatePostDateStruct":40,"startDateStruct":43,"completionDateStruct":45,"leadSponsor":47,"locationsCount":5},"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":21,"type":22},48,"ESTIMATED","INTERVENTIONAL",[25],"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.",[28,29,30,31,32,33],"Physical Activity","Body Image","Exercise Perception","Balance","Reaction Time","Attention",[35,36,37],"Healthy adolescent","virtual reality","attention level)","RECRUITING","2026-06-16",{"date":41,"type":42},"2026-06-22","ACTUAL",{"date":44,"type":42},"2025-11-15",{"date":46,"type":22},"2026-08-30",{"name":48,"class":49},"Gaziantep Islam Science and Technology University","OTHER"]