Video GameNCT07916506
Mobile Video Game Training, Visual Reaction Time, and Basketball Free-Throw Performance
A study testing Mobile Video Game Training in people with Video Game and Basketball Shooting Performance, run by Çanakkale Onsekiz Mart University at 1 site in Turkey (Türkiye).
Trial summary
This study was designed to examine the effects of a three-week mobile video game intervention on visual reaction time and basketball free-throw performance in healthy young adults. Fifty participants were assigned to either an experimental group or a control group. Read more about this study
- Who is it for?
- Ages 18 to 25 yearsHealthy volunteers can take part
- Conditions the study is for
- Video Game, Basketball Shooting Performance, Young Adults
- What is being tested?
- Mobile Video Game Training
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 50 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 15 Mar 2026to 31 Mar 2026
- 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 18 to 25 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- Age between 18 and 25 years.
- No licensed basketball participation during the previous six months.
- Daily video game use of less than 1 hour.
- No self-reported neurological disorder.
- No self-reported visual disorder.
- Willingness to participate voluntarily in the study.
Who cannot join
- Age below 18 or above 25 years.
- Licensed basketball participation within the previous six months.
- Daily video game use of 1 hour or more.
- Self-reported neurological or visual disorder.
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site
Çanakkale Onsekiz Mart University, Bayramiç Vocational School
Çanakkale
About this study
Official title: Changes in Visual Reaction Time and Basketball Free-Throw Performance Following a Mobile Video Game Intervention: A Non-randomized Controlled Pretest-Posttest Study of Near and Far Motor Transfer
This study was designed to examine the effects of a three-week mobile video game intervention on visual reaction time and basketball free-throw performance in healthy young adults. Fifty participants were assigned to either an experimental group or a control group.
Participants in the experimental group completed a mobile video game intervention using Basketball Stars and PUBG Mobile for three weeks, three days per week, with a total of 30 minutes of gaming on each intervention day. Participants in the control group continued their usual daily activities during the study period.
Visual reaction time was designated as the primary outcome and basketball free-throw performance as the secondary outcome. Both outcomes were assessed at baseline and after the three-week intervention period. The study was conducted using a non-randomized controlled pretest-posttest design.
- Being tested
- Mobile Video Game Training
- Keywords
- mobile video games, visual reaction time, motor transfer, basketball, free throw, motor learning
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Mobile Video Game TrainingBehavioural
Participants completed a three-week mobile video game training intervention using Basketball Stars and PUBG Mobile. The intervention was performed three days per week (Monday, Wednesday, and Friday) for a total of nine intervention days. On each intervention day, participants played each game for 15 minutes, resulting in a total daily gaming duration of 30 minutes. One game was played in the morning and the other in the evening, with the order determined by participant preference. PUBG Mobile was used only in training mode. Participants used their own mobile devices.
| Study group | Role | What they receive |
|---|---|---|
| Experimental Group | Experimental | Participants completed a three-week mobile video game intervention using Basketball Stars and PUBG Mobile. The intervention was conducted three days per week (Monday, Wednesday, and Friday) for a total of nine intervention days. On each intervention day, participants played each game for 15 minutes, resulting in a total daily gaming duration of 30 minutes. One game was played in the morning and the other in the evening, with the order determined by participant preference. PUBG Mobile was used only in training mode. Participants used their own mobile devices. Intervention adherence was monitored using app-specific daily screen-time records. Participants were also asked not to undertake additional planned basketball training during the study period. Receives: Behavioral: Mobile Video Game Training |
| Control Group | No intervention | Participants continued their usual daily activities during the three-week study period and did not receive the mobile video game intervention. They were asked not to undertake any additional planned basketball training during the study period. Pretest and posttest assessments of visual reaction time and basketball free-throw performance were conducted using the same procedures as in the experimental group. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Visual Reaction Time
Visual reaction time was assessed in milliseconds using the iOS-based "Reaction Time Test - How fast?" application. After three familiarization trials, five consecutive recorded trials were completed and the arithmetic mean was used as the participant's score. Lower values indicate faster reaction time.
Measured: Baseline and Week 3 (immediately after completion of the intervention)
Secondary outcomes (1)
Basketball Free-Throw Performance
Basketball free-throw performance was assessed as the number of successful shots out of 20 attempts. After a 10-minute warm-up and three familiarization shots, participants completed 20 free throws. Male participants used a size-7 basketball and female participants used a size-6 basketball. Higher scores indicate better performance.
Measured: Baseline and Week 3 (immediately after completion of the intervention)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted4 Nov 2026
- Study start15 Mar 2026
- Primary completion31 Mar 2026
- Study completion31 Mar 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Video GameStudies 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
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Basic science
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Model description
- Participants were assigned to one of two parallel groups: an experimental group that completed a three-week mobile video game intervention and a control group that continued their usual daily activities. Both groups underwent pretest and posttest assessments of visual reaction time and basketball free-throw performance.
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 50 participants (actual)
Sponsor and investigators
- Lead sponsor
- Çanakkale Onsekiz Mart University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Ali Coşkun, Çanakkale Onsekiz Mart University
- Investigators
- Ali Coşkun, PhD, Principal investigator, Çanakkale Onsekiz Mart University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07916506
- Sponsor's protocol ID
- 2026-YÖNP-0271
- Status last verified
- Oct 2026
- First submitted
- 27 Oct 2026
- Last updated
- 4 Nov 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Yes: De-identified individual participant data underlying the results reported in the published article will be shared, including group assignment, age, sex, pretest and posttest visual reaction time, pretest and posttest basketball free-throw performance, and derived change scores. No directly identifying information will be shared.
Study at a glance
From the registry record, last updated by the sponsor on 4 Nov 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Changes in Visual Reaction Time and Basketball Free-Throw Performance Following a Mobile Video Game Intervention: A Non-randomized Controlled Pretest-Posttest Study of Near and Far Motor Transfer
- ClinicalTrials.gov ID
- NCT07916506
- Acronym / sponsor ID
- 2026-YÖNP-0271
- Keywords
- mobile video games, visual reaction time, motor transfer, basketball, free throw, motor learning
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 50 participants (actual)
- Lead sponsor
- Çanakkale Onsekiz Mart UniversityUniversity, hospital or other
- Study start
- 15 Mar 2026 (actual)
- Primary completion
- 31 Mar 2026 (actual)
- Study completion
- 31 Mar 2026 (actual)
- First posted
- 4 Nov 2026 (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.
This study was designed to examine the effects of a three-week mobile video game intervention on visual reaction time and basketball free-throw performance in healthy young adults. Fifty participants were assigned to either an experimental group or a control group.
Participants in the experimental group completed a mobile video game intervention using Basketball Stars and PUBG Mobile for three weeks, three days per week, with a total of 30 minutes of gaming on each intervention day. Participants in the control group continued their usual daily activities during the study period.
Visual reaction time was designated as the primary outcome and basketball free-throw performance as the secondary outcome. Both outcomes were assessed at baseline and after the three-week intervention period. The study was conducted using a non-randomized controlled pretest-posttest design.
Study design
- Primary purpose
- Basic science
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
- Model description
- Participants were assigned to one of two parallel groups: an experimental group that completed a three-week mobile video game intervention and a control group that continued their usual daily activities. Both groups underwent pretest and posttest assessments of visual reaction time and basketball free-throw performance.
| Arm | Type | Receives |
|---|---|---|
| Experimental Group | Experimental | Behavioral: Mobile Video Game TrainingParticipants completed a three-week mobile video game intervention using Basketball Stars and PUBG Mobile. The intervention was conducted three days per week (Monday, Wednesday, and Friday) for a total of nine intervention days. On each intervention day, participants played each game for 15 minutes, resulting in a total daily gaming duration of 30 minutes. One game was played in the morning and the other in the evening, with the order determined by participant preference. PUBG Mobile was used only in training mode. Participants used their own mobile devices. Intervention adherence was monitored using app-specific daily screen-time records. Participants were also asked not to undertake additional planned basketball training during the study period. |
| Control Group | No intervention | –Participants continued their usual daily activities during the three-week study period and did not receive the mobile video game intervention. They were asked not to undertake any additional planned basketball training during the study period. Pretest and posttest assessments of visual reaction time and basketball free-throw performance were conducted using the same procedures as in the experimental group. |
Who may qualify
- Ages
- 18 to 25 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (6 listed)
- Age between 18 and 25 years.
- No licensed basketball participation during the previous six months.
- Daily video game use of less than 1 hour.
- No self-reported neurological disorder.
- No self-reported visual disorder.
Key exclusion criteria (4 listed)
- Age below 18 or above 25 years.
- Licensed basketball participation within the previous six months.
- Daily video game use of 1 hour or more.
- Self-reported neurological or visual disorder.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Mobile Video Game TrainingParticipants completed a three-week mobile video game training intervention using Basketball Stars and PUBG Mobile. The intervention was performed three days per week (Monday, Wednesday, and Friday) for a total of nine intervention days. On each intervention day, participants played each game for 15 minutes, resulting in a total daily gaming duration of 30 minutes. One game was played in the morning and the other in the evening, with the order determined by participant preference. PUBG Mobile was used only in training mode. Participants used their own mobile devices. | Behavioural | Experimental Group |
Primary outcome
Visual Reaction Time
Time frame: Baseline and Week 3 (immediately after completion of the intervention)
Visual reaction time was assessed in milliseconds using the iOS-based "Reaction Time Test - How fast?" application. After three familiarization trials, five consecutive recorded trials were completed and the arithmetic mean was used as the participant's score. Lower values indicate faster reaction time.
1 secondary outcome
Basketball Free-Throw Performance
Time frame: Baseline and Week 3 (immediately after completion of the intervention)
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 4 Nov 2026.
- Individual participant dataSharing planned: Yes. De-identified individual participant data underlying the results reported in the published article will be shared, including group assignment, age, sex, pretest and posttest visual reaction time, pretest and posttest basketball free-throw performance, and derived change scores. No directly identifying information will be shared.
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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.
Ali Coşkun, PhD principal investigator
Çanakkale Onsekiz Mart University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Mobile Video Game Training in people with Video Game and Basketball Shooting Performance, run by Çanakkale Onsekiz Mart University at 1 site in Turkey (Türkiye).
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 6 inclusion and 4 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 4 Nov 2026. 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 Turkey (Türkiye). 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?
Visual Reaction Time (time frame: Baseline and Week 3 (immediately after completion of the intervention)). 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 4 Nov 2026.