Healthy Young AdultsNCT07235631
Exergames Enjoyment and Awareness of Their Use for Physical Activity and Health Among Young Adults
An observational study of Healthy Young Adults, run by Poznan University of Physical Education at 1 site in Poland.
Trial summary
The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Read more about this study
- Who is it for?
- Ages 18 to 36 yearsHealthy volunteers can take part
- Conditions the study is for
- Healthy Young Adults
- How many people
- 227 participants
- Where
- 1 sitePoland
- Study dates
- 15 Jan 2024to 31 May 2024
- Phase
- Observational
- 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 18 to 36 years
- All sexes
- Healthy volunteers accepted
- Adult
Study population: Students of Poznan University of Physical Education
Who may be able to join
- 18 years old or older,
- proficient in verbal communication,
- fully mobile.
Who cannot join
- any health conditions that could affect reaction time or PA levels, such as neurological disorders,
- current injuries,
- pain affecting the spine or upper limbs.
Trial locations and contacts
1 site in 1 country.
Poland1 site
Poznań University of Physical Education
Poznan, Wielkopolska, 61-871
About this study
Official title: Exergames Enjoyment Using Various Devices and Awareness of Their Use for Physical Activity and Health Improvement Among Young Adults
The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Participants are exposed to several commercially available exergame systems in a standardized laboratory setting, with no intention to modify their health, fitness, or behavior.
The main questions it aims to answer are:
Read more
- Do different exergame devices provide different levels of enjoyment (as measured by the Exergame Enjoyment Questionnaire)?
- How do young adults perceive the usefulness of various exergames for supporting physical activity and health?
Participants will:
- Complete a brief questionnaire on physical activity habits.
- Take part in short (about 10 minutes each) exposure sessions using different exergame devices (VR, Wii Fit, Dance platform, Ring Fit) - approximately 50 minutes in total per participant.
- Be randomly assigned to complete post-exposure questionnaires referring to one randomly selected device only.
No interventions are applied and no pre-post measurements are collected; the study is purely observational, focusing on subjective user experience rather than behavioral or physiological change.
Read the detailed description
This study investigates exergames as interactive digital technologies that combine gaming elements with physical activity. The research focuses on multiple commercially available devices representing different modes of interaction (virtual reality, motion sensors, balance platforms, and handheld controllers). The design followed a cross-sectional, single-session observational approach with a single sample of healthy young adults.
All participants completed baseline self-reports on physical activity, followed by standardized, non-interventional exposure to several exergame devices. Each participant interacted with all devices in an assigned order, under controlled laboratory conditions, with no manipulation intended to modify physical fitness, health status, or behaviour.
The exposure served solely for observational and comparative purposes to collect subjective evaluations rather than to test any training or therapeutic effects. Outcomes (structured evaluations regarding enjoyment and perceived utility of each exergame) were collected immediately post-exposure only, with no pre-post measurements or longitudinal follow-up.
Five commercially available exergame systems were included to represent diverse interaction modes:
- Sony PlayStation 4 with PlayStation VR (PS VR), using immersive virtual reality headsets with motion tracking.
- Nintendo Wii Fit, employing a balance board platform to capture weight shifts and postural control.
- Dance Revolution (DDR/StepMania-type system), based on a floor platform interface for rhythm-based movement.
- Nintendo Switch with Ring Fit Adventure (RFA), combining a resistance ring and leg strap for sensor-based motion detection.
- Meta Quest 2 (standalone VR headset), providing fully immersive virtual environments with handheld controllers.
All devices were used in a standardized observation setting (10-minute exposure per device, total 50 minutes per participant) with consistent instructions across participants. The sequence of device use was randomized to minimize order effects but not to assign participants to different intervention arms.
After completing all exposures, participants were randomly assigned to complete post-exposure questionnaires referring to one exergame device only. This procedure ensured that each participant evaluated a single system in detail, while overall responses were distributed evenly across all devices.
The study applied validated psychometric tools (Exergame Enjoyment Questionnaire, EEQ) as the primary outcome measure, alongside a custom survey assessing perceived training potential, engagement, and expected health benefits. All variables represent subjective, self-reported outcomes collected in a single measurement session.
Statistical analyses (non-parametric tests such as Kruskal-Wallis with post-hoc comparisons) examined differences in enjoyment ratings across devices. Descriptive analyses summarized participants' responses regarding device preferences, awareness of exergame applications, and prior experience.
This study does not test any health-related intervention, treatment, or behavioral modification. It is an observational, exposure-only investigation designed to explore user experience and perception of different exergame modalities, without inducing or evaluating physiological or functional change.
- Conditions
- Healthy Young Adults
- Keywords
- Exergames, Physical activity promotion, Virtual reality, Exercise enjoyment, Gamification, Digital health technologies
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
| Study group | Role | What they receive |
|---|---|---|
| healthy volunteers (university students, age 18-36) | Single cohort of healthy volunteers (university students, age 18-36), all of whom were exposed to multiple exergame devices in a single laboratory session |
What is being measured
The primary outcome is the main question the study is designed to answer.
Enjoyment during exergame play
Tool:
Exergame Enjoyment Questionnaire (EEQ) - validated 20-item instrument which integrates elements from the Game Engagement Questionnaire (GEQ), the Intrinsic Enjoyment Questionnaire (IEQ), and items from the PA Enjoyment Scale (PACES).
The questionnaire captures multiple aspects of enjoyment, including emotional engagement, immersion, perceived physical benefits, and control, as well as potential negative experiences such as frustration or physical discomfort.
Number of items: 20;
Scoring:
Likert scale (in range 1-5), with higher values indicating greater enjoyment; subscales were aggregated to provide an overall enjoyment score;
Min-max values for EEG: 20-100 points.
Measured: EEG was assessed immeditely afterwards exergaming session
Secondary outcomes (2)
Awareness of exergame use
Tool:
Custom questionnaire aimed to gather detailed information on participants' knowledge and perceptions of exergames as tools for physical training and health improvement.
Broad range of topics covered aspects such as prior subjects awareness of exergames and VR in physical activity (e.g., "Were you aware that exergames/VR could be used for PA or therapy?"). It also examined participants' opinions on the usefulness of various exergames for physical training (e.g., "Which game do you find most useful for physical training and why?"), and explored their experiences with specific games, such as which left the greatest positive or negative impression. Additionally, questions addressed participants ' current use of modern technologies in PA and their views on how these tools could motivate others in their age group to engage in more PA.
Scoring: dependently on the question it was adopted Likert scale (in range 1-5), yes/no answer, or multiple answers.
Measured: Awareness of exergame use was assessed immeditely afterwards exergaming session
Physical activity
Tool:
International Physical Activity Questionnaire (IPAQ).
Domains:
- vigorous PA - significant effort (rapid breathing and increased heart rate, e.g. running, high-intensity workouts); ii) moderate PA - moderate intensity (slight increase in heart rate, e.g. brisk walking, moderate cycling); iii) walking - all walking during work, transport, or leisure time; iv) sedentary behavior - number of hours spent sitting during a typical day.
Scoring: Number of MET-minutes/week calculated on the basis of declared time spent on specific activity.
Measured: Physical activity was assessed before exergaming session
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted19 Nov 2025
- Study start15 Jan 2024
- Primary completion31 May 2024
- Study completion31 May 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Healthy Young AdultsStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Observational
- Observational model
- Other
- Time perspective
- Cross-sectional
- Enrolment
- 227 participants (actual)
Sponsor and investigators
- Lead sponsor
- Poznan University of Physical Education
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Magdalena Cyma-Wejchenig, Poznan University of Physical Education
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07235631
- Sponsor's protocol ID
- 220/23
- Status last verified
- Nov 2025
- First submitted
- 2 Oct 2025
- Last updated
- 19 Nov 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Yes: All IPD that underlie results in a publication
Publications
Cyma-Wejchenig M, Tarnas J, Taheri M, Stemplewski R. Exergame enjoyment using various devices and awareness of their use for physical activity and health improvement among young adults. BMC Sports Sci Med Rehabil. 2026 Apr 21;18(1):260. doi: 10.1186/s13102-026-01685-x.
PubMed 42015309
Study at a glance
From the registry record, last updated by the sponsor on 19 Nov 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Exergames Enjoyment Using Various Devices and Awareness of Their Use for Physical Activity and Health Improvement Among Young Adults
- ClinicalTrials.gov ID
- NCT07235631
- Acronym / sponsor ID
- 220/23
- Conditions
- Healthy Young Adults
- Keywords
- Exergames, Physical activity promotion, Virtual reality, Exercise enjoyment, Gamification, Digital health technologies
- Study type
- Observational
- Recruitment status
- Completed
- Enrolment
- 227 participants (actual)
- Lead sponsor
- Poznan University of Physical EducationUniversity, hospital or other
- Study start
- 15 Jan 2024 (actual)
- Primary completion
- 31 May 2024 (actual)
- Study completion
- 31 May 2024 (actual)
- First posted
- 19 Nov 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Participants are exposed to several commercially available exergame systems in a standardized laboratory setting, with no intention to modify their health, fitness, or behavior.
The main questions it aims to answer are:
- Do different exergame devices provide different levels of enjoyment (as measured by the Exergame Enjoyment Questionnaire)?
- How do young adults perceive the usefulness of various exergames for supporting physical activity and health?
Participants will:
- Complete a brief questionnaire on physical activity habits.
- Take part in short (about 10 minutes each) exposure sessions using different exergame devices (VR, Wii Fit, Dance platform, Ring Fit) - approximately 50 minutes in total per participant.
- Be randomly assigned to complete post-exposure questionnaires referring to one randomly selected device only.
No interventions are applied and no pre-post measurements are collected; the study is purely observational, focusing on subjective user experience rather than behavioral or physiological change.
Detailed description
This study investigates exergames as interactive digital technologies that combine gaming elements with physical activity. The research focuses on multiple commercially available devices representing different modes of interaction (virtual reality, motion sensors, balance platforms, and handheld controllers). The design followed a cross-sectional, single-session observational approach with a single sample of healthy young adults.
All participants completed baseline self-reports on physical activity, followed by standardized, non-interventional exposure to several exergame devices. Each participant interacted with all devices in an assigned order, under controlled laboratory conditions, with no manipulation intended to modify physical fitness, health status, or behaviour.
The exposure served solely for observational and comparative purposes to collect subjective evaluations rather than to test any training or therapeutic effects. Outcomes (structured evaluations regarding enjoyment and perceived utility of each exergame) were collected immediately post-exposure only, with no pre-post measurements or longitudinal follow-up.
Five commercially available exergame systems were included to represent diverse interaction modes:
- Sony PlayStation 4 with PlayStation VR (PS VR), using immersive virtual reality headsets with motion tracking.
- Nintendo Wii Fit, employing a balance board platform to capture weight shifts and postural control.
- Dance Revolution (DDR/StepMania-type system), based on a floor platform interface for rhythm-based movement.
- Nintendo Switch with Ring Fit Adventure (RFA), combining a resistance ring and leg strap for sensor-based motion detection.
- Meta Quest 2 (standalone VR headset), providing fully immersive virtual environments with handheld controllers.
All devices were used in a standardized observation setting (10-minute exposure per device, total 50 minutes per participant) with consistent instructions across participants. The sequence of device use was randomized to minimize order effects but not to assign participants to different intervention arms.
After completing all exposures, participants were randomly assigned to complete post-exposure questionnaires referring to one exergame device only. This procedure ensured that each participant evaluated a single system in detail, while overall responses were distributed evenly across all devices.
The study applied validated psychometric tools (Exergame Enjoyment Questionnaire, EEQ) as the primary outcome measure, alongside a custom survey assessing perceived training potential, engagement, and expected health benefits. All variables represent subjective, self-reported outcomes collected in a single measurement session.
Statistical analyses (non-parametric tests such as Kruskal-Wallis with post-hoc comparisons) examined differences in enjoyment ratings across devices. Descriptive analyses summarized participants' responses regarding device preferences, awareness of exergame applications, and prior experience.
This study does not test any health-related intervention, treatment, or behavioral modification. It is an observational, exposure-only investigation designed to explore user experience and perception of different exergame modalities, without inducing or evaluating physiological or functional change.
Study design
- Observational model
- Other
- Time perspective
- Cross-sectional
- Number of arms
- 1
| Arm | Type | Receives |
|---|---|---|
| healthy volunteers (university students, age 18-36) | – | –Single cohort of healthy volunteers (university students, age 18-36), all of whom were exposed to multiple exergame devices in a single laboratory session |
Who may qualify
- Ages
- 18 to 36 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
- Study population
- Students of Poznan University of Physical Education
Key inclusion criteria (3 listed)
- 18 years old or older,
- proficient in verbal communication,
- fully mobile.
Key exclusion criteria (3 listed)
- any health conditions that could affect reaction time or PA levels, such as neurological disorders,
- current injuries,
- pain affecting the spine or upper limbs.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Primary outcome
Enjoyment during exergame play
Time frame: EEG was assessed immeditely afterwards exergaming session
Tool: Exergame Enjoyment Questionnaire (EEQ) - validated 20-item instrument which integrates elements from the Game Engagement Questionnaire (GEQ), the Intrinsic Enjoyment Questionnaire (IEQ), and items from the PA Enjoyment Scale (PACES). The questionnaire captures multiple aspects of enjoyment, including emotional engagement, immersion, perceived physical benefits, and control, as well as potential negative experiences such as frustration or physical discomfort. Number of items: 20; Scoring: Likert scale (in range 1-5), with higher values indicating greater enjoyment; subscales were aggregated to provide an overall enjoyment score; Min-max values for EEG: 20-100 points.
2 secondary outcomes
Awareness of exergame use
Time frame: Awareness of exergame use was assessed immeditely afterwards exergaming session
Physical activity
Time frame: Physical activity was assessed before exergaming session
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 19 Nov 2025.
- Derived from this study: PubMed 42015309Cyma-Wejchenig M, Tarnas J, Taheri M, Stemplewski R. Exergame enjoyment using various devices and awareness of their use for physical activity and health improvement among young adults. BMC Sports Sci Med Rehabil. 2026 Apr 21;18(1):260. doi: 10.1186/s13102-026-01685-x.
- Individual participant dataSharing planned: Yes. All IPD that underlie results in a publication
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
An observational study of Healthy Young Adults, run by Poznan University of Physical Education at 1 site in Poland.
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 3 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: finished, as of the sponsor's last update on 19 Nov 2025. 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 Poland. 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?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
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?
Enjoyment during exergame play (time frame: EEG was assessed immeditely afterwards exergaming session). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT07235631, which also lists 1 linked publication.
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 19 Nov 2025.