Can video games and VR boost teen fitness and focus as well as traditional exercise?
NCT ID NCT07660822
First seen Jun 27, 2026 · Last updated Jun 27, 2026
Summary
This study compares three types of exercise programs—traditional physical activity, virtual reality, and video game-based—to see how they affect physical fitness and attention in healthy adolescents aged 10-18. Participants will be split into three groups and follow their assigned program for 20-30 minutes, three days a week, for eight weeks. The researchers will measure changes in balance, reaction time, attention, and physical activity levels to determine if digital exercise can match or outperform traditional methods.
What this could mean
Our plain-language read of the trial. This is informational only — not medical advice or a prediction.
- Active substance
- Virtual reality and video game-based exercise programs
- What this could lead to
- If effective, these digital exercise programs could offer fun, accessible ways to improve fitness and attention in teens.
- What could go wrong
- This is a small, early-stage study in healthy teens, so results may not apply to other groups or real-world settings.
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Conditions
The condition(s) this trial relates to.
As listed by the trial registrant
The condition terms exactly as the trial's registrant entered them.
Contacts and locations
Locations
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Gaziantep Islamic Science and Technology University
RECRUITINGGaziantep, Turkey (Türkiye)
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