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Asymmetric Limb Muscle StiffnessNCT06544239

Virtual Reality Asymmetric Training of Technology And Tactics for Professional Basketball Players

A study testing Virtual reality basketball asymmetric training and Traditional basketball asymmetric training in people with Asymmetric Limb Muscle Stiffness and Recovery, Psychological, run by Universiti Putra Malaysia at 1 site in China.

Unknown status

Status not confirmed. The sponsor has not verified this record for over two years, so it may be out of date.

Official record
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Trial summary

This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices. Read more about this study

Who is it for?
Ages 17 to 29 yearsHealthy volunteers can take part
What is being tested?
Virtual reality basketball asymmetric training and Traditional basketball asymmetric training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
60 participants
Where
1 siteChina
Study dates
1 Jul 2024to 10 Oct 2024
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 17 to 29 years
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult

Who may be able to join

  • Asymmetric limbs
  • Psychological defects
  • Joint stiffness
  • Amyotrophic lateral sclerosis

Who cannot join

  • Physically and mentally healthy individuals
  • Schizophrenia patients
  • Cognitive impairment patients

Trial locations and contacts

1 site in 1 country.

China1 site
  • Shandong Provincial Sports Training Center

    Jinan, Shandong, 250002

Other trials in China

About this study

Official title: Virtual Reality Basketball Asymmetric Training

This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices.

Read the detailed description

The experimental conclusion of this study was obtained by comparing virtual reality basketball asymmetric training with traditional basketball asymmetric training (using cRCT random experimental grouping)

Being tested
Virtual reality basketball asymmetric training, Traditional basketball asymmetric training
Keywords
Virtual Reality Training, Physical, Recovery, Sports Psychology, Skill

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual reality basketball asymmetric trainingBehavioural

    This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training

  • Traditional basketball asymmetric trainingBehavioural

    This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training

Study groups in NCT06544239
Study groupRoleWhat they receive
Virtual reality basketball asymmetric trainingExperimentalNot described
Receives: Behavioral: Virtual reality basketball asymmetric training
Traditional basketball asymmetric trainingExperimentalNot described
Receives: Behavioral: Traditional basketball asymmetric training

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players

    Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores of complex technical abilities in terms of professional basketball players' dribbling, driving, passing, and rebounding in China.

    This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Completion Rate (0/100 points) Technical Connection Rate (0/100 points)

    Measured: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

  2. Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Rate of Professional Basketball players

    Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical rate of complex technical abilities in terms of professional basketball players' shooting, layup and defensive in China.

    This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Accuracy Rate (%) Technology Success Rate (%)

    Measured: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

  3. Effects of Asymmetric Training in Virtual Reality Basketball on Complex Tactics Scores of Professional Basketball Players

    Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores level of tactical abilities in terms of professional basketball players' 3-man organized offense, 3-man organized defense, 4-man organized offense, 4-man organized defense, 5-man organized offense and 5-man organized defense in China.

    This study used DJ Osmo Action 3 camera and Dartfish software to capture, measure, and analyze the basketball tactical execution process of the experimental subjects. The specific measurements are listed below: Tactical Completion Rate (0/100 points) Tactical Connection (0/100 points) Tactical Decision-making Ability (0/100 points) Tactical Selection Accuracy (0/100 points) Tactical SuccessRate (0/100 points)

    Measured: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted9 Aug 2024
  2. Study start1 Jul 2024
  3. Primary completion1 Oct 2024 (estimated)
  4. Study completion10 Oct 2024 (estimated)

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Health services research
Allocation
Randomised
Intervention model
Parallel groups
Model description
Experimental Group (virtual reality training) \& Control Group (traditional training)
Masking
Single blind
Who is masked
Participant
Enrolment
60 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06544239
Sponsor's protocol ID
University Putra Malaysia FPP
Status last verified
Aug 2024
First submitted
6 Jul 2024
Last updated
9 Aug 2024
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided

Questions about this trial

What is this clinical trial studying?

A study testing Virtual reality basketball asymmetric training and Traditional basketball asymmetric training in people with Asymmetric Limb Muscle Stiffness and Recovery, Psychological, run by Universiti Putra Malaysia at 1 site in China.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 4 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: status not confirmed, as of the sponsor's last update on 9 Aug 2024. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in China. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Results are not available in the source record.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players (time frame: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 9 Aug 2024.

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