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.

This is an AI summary of the original study and may miss details. Read our disclaimer.

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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

  • Gaziantep Islamic Science and Technology University

    RECRUITING

    Gaziantep, Turkey (Türkiye)

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