Viewing Study NCT06579495



Ignite Creation Date: 2024-10-26 @ 3:39 PM
Last Modification Date: 2024-10-26 @ 3:39 PM
Study NCT ID: NCT06579495
Status: NOT_YET_RECRUITING
Last Update Posted: None
First Post: 2024-08-25

Brief Title: Effects of Competitive Exergame on Weight Loss Mental Health and Social-emotional
Sponsor: None
Organization: None

Study Overview

Official Title: Effects of Competitive Exergame on Weight Loss Mental Health and Social-emotional Among Overweight and Obese Male Adolescents in China
Status: NOT_YET_RECRUITING
Status Verified Date: 2024-08
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: No
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: None
Brief Summary: 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

In todays 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

Harnessing 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 healthand Social-emotional among overweight and obese male adolescents in China
Detailed Description: To assess the effectiveness of Competitive exergame as an intervention overweight and obese adolescents participating in this study were randomly assigned to three groups two experimental and one control This experimental design consists of peer involvement in AVG play and AVG single-player as well as one control group children maintained normal daily life without intervention The sample is 12-14-year-old Chinese overweight and obese male middle school students The test site is in the school and the child needs to complete the experimental task under the PE teachers supervision The researchers will set up their groups on the WeChat platform which will be used to contact parents to learn about the subjects daily diets The experiment lasted for 8 weeks with the experimental group conducted three 45-minute interventions per week The independent variable in this study was the Competitive Exergame intervention while the dependent variables were weight loss mental health and social-emotional Based on the study design which involves learning from and summarizing quantitative studies the dependent variables were measured at three points pre-test before the intervention post-test 1 4 weeks after the intervention and post-test 2 8 weeks after the intervention The data from these three measurements were collected organized and analyzed

BMI was calculated using a formula body fat was measured using bioelectrical impedance BIA and waist-to-hip ratio was measured using an accurate tape measure Satisfaction was measured using Multidimensional Students Life Satisfaction Scale MSLSS It should be noted that a 6-point agreement format has been used with middle and high school students For each item there are 4 response options ranging from 1 to 6 1Strongly Disagree2Mostly Disagree 3Mildly Disagree4Mildly Agree5Mostly Agree6Strongly Agree Hence10 negatively-keyed items are scored so that Strongly Agree 1 and so forth Higher scores thus indicate higher levels of life satisfaction throughout the scale Previous studies have confirmed the Cronbachs alpha is 090 Self-confident was measured using Self-Confidence Scale for Chinese Primary and Secondary School SCS A 17-item self-confidence scale for primary and secondary school students in China was developed through theoretical construction exploratory and confirmatory factor analysis The SCS used a 5-point Likert scale ranging from 1 disagree a lot to 5 agree a lot A higher score indicates a student perceived higher Self-Confidence The scale has been validated with a Cronbachs alpha of 084 Depression was measured using Patient Health Questionnaire PHQ-9 It comprises 9 diagnostic symptom criteria based on the Diagnostic and Statistical Manual of Mental Disorders-IV DSM-IV major depressive disorder Each item has 4 response options ranging from 0 not at all to 3 nearly every day with total scores ranging from 0 to 27 Previous studies have confirmed the Cronbachs alpha is 089 Self-efficacy was measured using Physical activity self-efficacy Scales S-PASESC The SPASES used a 5-point Likert scale ranging from 1 disagree a lot to 5 agree a lot A higher score indicates a student perceived higher PA self-efficacy A higher score indicates a student perceived higher PA self-efficacy The scale has been validated with a Cronbachs alpha of 092 Self-esteem was measured using Self-Esteem Scale SES A 10-item scale that measures global self-worth by measuring both positive and negative feelings about the self All items are answered using a 4-point Likert scale ranging from strongly agree to strongly disagree Items 2 5 6 8 9 are reverse scored Give Strongly Disagree 1 point Disagree 2 points Agree 3 points and Strongly Agree 4 points The scores for all ten items Keep scores on a continuous scale Higher scores indicate higher self-esteem The scale has been validated with a Cronbachs alpha of 088 Social Anxiety was measured using Social Phobia and Anxiety Inventory Form SPAI-B The SPAI-B consists of 16 items answered with a 5-point Likert scale ranging from 1 Never happens to 5 Always happens The total score is 23 to 115 and the higher the score the more obvious the anxiety symptoms The scale has been validated with a Cronbachs alpha of 092

Before the training was conducted training and explanations were provided to all members of the experimental group which mainly included game mode selection game login and explanation of operating procedures The game consists of 9 sports events Each game has a single-player mode and a multi-player mode Each class consists of three parts Upper and lower body training Sports games and Aerobic exercise Players need to choose the mode to exercise The experiment lasted for 8 weeks with 45-minute intervention three times a week

Week 1 Log in to the Nintendo game account registered in advance Experimental group 1 chose the multiplayer mode and the Experimental group 2 chose the single mode Each class of Upper and lower body strength training Bowling section lasts 10 minutes The Sports games Table tennis section of each lesson lasts 20 minutes and the Cardio Fecing section of each lesson lasts 15 minutes This weeks game level is Beginner

Week 2 Following the game selections from last week there is a multiplayer mode for Experimental Group 1 and a single-player mode for Experimental Group 2 This weeks game level is Advanced

Week 3 Experimental group 1 chose the multiplayer mode and the Experimental group 2 chose the single mode Each class of Upper and lower body strength training Golf section lasts 10 minutes The Sports games Tennis section of each lesson lasts 20 minutes and the Cardio Cycling section of each lesson lasts 15 minutes This weeks game level is Beginner

Week 4 Following the game selections from last week there is a multiplayer mode for Experimental Group 1 and a single-player mode for Experimental Group 2 This weeks game level is Intermediate

Week 5 Following the game selections from last week there is a multiplayer mode for Experimental Group 1 and a single-player mode for Experimental Group 2 This weeks game level is Advanced

Week 6 Experimental group 1 chose the multiplayer mode and the Experimental group 2 chose the single mode Each class of Upper and lower body strength training Basketball section lasts 10 minutes The Sports games Boxing section of each lesson lasts 20 minutes and the Cardio Dance section of each lesson lasts 15 minutes This weeks game level is Beginner

Week 7 Following the game selections from last week there is a multiplayer mode for Experimental Group 1 and a single-player mode for Experimental Group 2 This weeks game level is Intermediate

Week 8 Following the game selections from last week there is a multiplayer mode for Experimental Group 1 and a single-player mode for Experimental Group 2 This weeks game level is Advanced

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: None
Is a FDA Regulated Device?: None
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None