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N/A N=41 Randomized Double-blind Prevention

Social Exergaming for Healthy Weight in Adolescent Girls

Obesity and Physical Inactivity in Adolescents

Enrolled (actual)
41
Serious AEs
0.0%
Results posted
Apr 2017
Primary outcome: Primary: Change in Body Fat — 1.0; 1.6 kg

Study Design & Population

Study type
Interventional
Phase
N/A
Interventions
Klub Kinect (Behavioral)
Age
Pediatric, Adult · 14+ yrs
Sex
Female
Sponsor
Pennington Biomedical Research Center
Primary completion
Aug 2014

Outcome Measures

OutcomeResultp-value
PRIMARY
Change in Body Fat
1.0; 1.6
PRIMARY
Change in Visceral Adiposity
0.02; 0.04 0.05
PRIMARY
Change in Resting Systolic Blood Pressure Percentile
-13.3; -1.8
SECONDARY
Feasibility (Adherence)
79; NA
SECONDARY
Change in Physical Activity
1.0; -0.3
SECONDARY
The Friendship Quality Questionnaire to Measure Change in Peer Support From Baseline to Week 13.
-0.4; 1.7
SECONDARY
Change From Baseline in Health-related Quality of Life
-0.1; -1.3
SECONDARY
Change From Baseline in Self-efficacy Towards Exercise on the Self-Efficacy for Healthy Eating and Physical Activity Measure (SE-HEPA) at Week 13
0.37; 0.44

Summary

The purpose is to evaluate the feasibility of a 12-week exergaming dance program for adolescent girls. This study combines dancing, video games, and a full body work-out to test if video games can increase physical activity and promote healthy weight in adolescent girls. We hypothesize that girls who play the dance exergames, versus those in the control group, will lose weight, decrease body fat and visceral fat, improve cardiovascular health, increase physical activity, and improve psychosocial health including self-confidence and quality of life.

Eligibility Criteria

Inclusion Criteria

  • Age 14-18 years old
  • Female
  • Postmenarchal
  • BMI percentile equal to or greater than 85th on the U.S. Centers for Disease Control and Prevention growth chart
  • Speak, understand, read, and write English
  • Willing to accept randomization

Exclusion Criteria

  • Pregnant
  • Hospitalization for mental illness within the past 5 years.
  • Since the focus herein is on ambulatory activities, participants who use wheelchairs or other impairments that prevent normal ambulation will be excluded
  • Indication of cardiac abnormality on an electrocardiogram that requires referral to a cardiologist
  • Previous history of, or clinical symptoms or signs of, cardiovascular disease, stroke or transient ischemic attacks, chest pain, unusual dyspnea during physical activity/exercise, severe ankle edema, or intermittent claudication.
  • Previous history of musculoskeletal injuries or problems causing severe pain during physical activity or exercise which interferes with daily activities.
  • Participant has a pacemaker or other implanted medical device (including metal joint replacements).
  • Participant is unable to complete all baseline testing (one session) within 1 month prior to the beginning of the intervention
  • Medical problems, including epileptic seizures, that prevent video game play
  • Family history of epileptic seizures
  • Unable to make the commitment of coming to Pennington Biomedical Research Center for 3 weekly gaming sessions for 12 weeks
View full record on ClinicalTrials.gov →

Data sourced from ClinicalTrials.gov (NCT02003963). Outcome figures and adverse-event rates are extracted automatically from the registry's posted results and are provided for clinician reference, not as a substitute for the primary publication.

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