Game-based and VR exercise in healthy adolescents
Official title: THE EFFECTS OF VIRTUAL REALITY AND VIDEO GAME-BASED EXERCISE PROGRAMS ON PHYSICAL FITNESS AND ATTENTION LEVELS IN HEALTHY ADOLESCENTS
Run by Gaziantep Islam Science and Technology University · NCT07660822 · Data updated 2026-11-12
This study tests whether virtual reality and video-game–based exercise can improve fitness and attention in healthy teens aged 10–18 compared with standard physical activity.
Quick facts
| Study type | Interventional |
|---|---|
| Ages | 10 Years to 18 Years |
| Sex | All |
| Enrollment | 10 (estimated) |
| Sponsor | Gaziantep Islam Science and Technology University Academic / other |
| Locations | 1 site (Gaziantep) |
| Status | Recruiting |
| Started | July 5, 2026 |
| Main results expected | October 15, 2026 |
| Study ends | December 30, 2026 |
| Registry record updated | November 6, 2026 |
| Trial ID | NCT07660822 on ClinicalTrials.gov |
Is this trial a fit for you?
✓Likely a good fit
Healthy adolescents aged 10–18 years who have low physical activity as measured by the Physical Activity Scale for Adolescents.
✕Probably not a fit
Participants with higher baseline activity or those unable to engage in any form of the prescribed exercise modalities may see little to no additional benefit.
A plain-English reading of the study's rules. Only the study team can confirm whether you qualify.
What this trial studies
This randomized controlled trial compares three 8-week exercise programs (classical physical activity, virtual reality-based exercise, and video game–based exercise) in healthy adolescents aged 10–18 with low physical activity. Each program runs 20–30 minutes, three days per week, and outcomes include physical activity levels, body image perceptions, balance, reaction time, and attention. The study uses standard questionnaires to assess physical activity and related perceptions, with participants allocated to groups to isolate the effects of the modality of exercise. Recruitment is conducted at Gaziantep Islamic Science and Technology University, with inclusion criteria focused on age and activity level and exclusion criteria addressing physical disabilities that would impede participation.
Why it matters
Potential benefit: If successful, the interventions could offer engaging options to improve fitness and attention in adolescents.
How similar studies have gone: Existing research has shown benefits of aerobic activity and technology-assisted exercise in some populations, but direct comparison between VR and video game–based exercise in healthy adolescents is limited.
Who can join: the full rules
Show full inclusion / exclusion criteria
Inclusion Criteria: * Volunteering to participate in the study * Being an adolescent aged 10-18 years * Having a score below 4 on the Physical Activity Scale for Adolescents Exclusion Criteria: * Having any physical disability that would prevent participation in the exercise program * Having upper or lower extremity orthopedic disease * Having a score above 4 on the Physical Activity Scale for Adolescents
Where it's running
-
Gaziantep Islamic Science and Technology University
Gaziantep, Turkey (Türkiye) Recruiting
Study contacts
- Study coordinator: Gönül ELPEZE, Assistant Professor
- Email: gonul.elpeze@gibtu.edu.tr
- Phone: +90 342 909 75 00
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How to take part
- Review the eligibility criteria above with your treating physician.
- Check the official listing on ClinicalTrials.gov for the latest contact details and recruitment status.
- Contact the study coordinator or principal investigator to ask for pre-screening. Pre-screening is free and never obligates you to enroll.