Effects of Active Video Games on Chinese Overweight and Obese College Students' Physical and Mental Health

NARecruitingINTERVENTIONAL
Enrollment

58

Participants

Timeline

Start Date

October 30, 2023

Primary Completion Date

January 30, 2024

Study Completion Date

February 15, 2024

Conditions
Physical InactivityMental Health IssueBody Weight Changes
Interventions
BEHAVIORAL

Active video games intervention(1-6weeks)

"Experimental:~Experimental group for weeks 1-3: enter the subject's basic information. The Fitness Ring Adventure requires subjects to be proficient in wearing two Joy-Con devices. Therefore, during the three interventions in the first week, subjects were able to fully understand how the AVG was worn, the game mechanics, and the game modes. Familiarise yourself with the warm-up and stretching patterns in the preparation phase of the game in order to be better prepared for subsequent interventions.~Experimental group for weeks 4-6: to supervise and assist subjects during this intervention phase and to organize a speed passing competition at the end of week 6 to reward the subjects. Variables related to the subjects' activity, mental health, and physical composition were tested and recorded while testing proficiency in the game."

BEHAVIORAL

Active video games intervention(7-12weeks)

"Experimental:~Experimental group in weeks 7-9: continue to warm up before each game and then play the game. Passing tasks were set for each subject from week 7 onwards, and they had to pass 2 tasks during each weekly intervention.~Experimental group in weeks 10-12: weekly intervention ensured that subjects were able to complete the pass 2 task, and if they completed the pass within the allotted time they were able to review the previously passed task. A boss fight was held in week 12, with a prize awarded to the person who took the shortest time."

Trial Locations (1)

273100

RECRUITING

Qufu Normal University, Jining

All Listed Sponsors
lead

Universiti Putra Malaysia

OTHER