Effects of Competitive Exergame on Weight Loss, Mental Health, and Social-emotional
NCT Number: NCT06579495
Status: NOT_YET_RECRUITING
Study Type: INTERVENTIONAL
Phases: NA
Conditions: Weight Loss|Mental Health Issue|Overweight and Obesity
Interventions: OTHER: Peer involvement in Two player mode(peer involvement) in Competitive Exergame play|OTHER: Single player mode in Competitive Exergame play|OTHER: Children did not engage in any Competitive Exergame play
Sponsor: Universiti Putra Malaysia
Sex: MALE
Age: CHILD
Enrollment: 75
Study Design: Allocation: RANDOMIZED|Intervention Model: PARALLEL|Masking: TRIPLE (PARTICIPANT, INVESTIGATOR, OUTCOMES_ASSESSOR)|Primary Purpose: BASIC_SCIENCE
Start Date: 2024-09
Completion Date: 2024-12

Summary:
Overweight and obesity are prevalent, especially among adolescents. By 2016, over 124 million children and adolescents, comprising 6% of girls and 8% of boys, were classified as obese. Over the past century, childhood obesity has transitioned from a symbol of prosperity and well-being to being acknowledged as a significant health concern. Furthermore, according to the World Health Organization, it is now considered "one of the most serious challenges of the 21st century." Overweight and obese adolescents have serious problems with weight loss, mental health and social-emotional. A previous study by Lopez identified time constraints and a lack of motivation as hindrances to physical activity, a key component of effective weight loss measures.

In today's society, developed modern technology plays a very important role in the growth of teenagers and in their daily life. Exergame is a new type of video game that allows participants to be more active, stimulating their whole body movement game experience and promoting non-sedentary physical activity. Active Video Games (AVGs) utilize motion-sensing technology to simplify the complex functions typically associated with computer operations. Exergaming is a novel video game that stimulates an active whole-body gaming experience that allow to play multiple players compete or cooperate on a team. Playing against a peer offering both virtual and real social interaction is more likely to sustain engagement, and also promotes higher energy expenditure in an exergame compared to playing alone.

Harnessing adolescents' fascination with video games represents an innovative strategy in the battle against pediatric obesity and sedentary lifestyles. It is especially important to intervene with overweight and obese adolescents using Competitive exergame to become more actively involved in sports, no longer afraid of social interaction, and improve quality of life. Competitive exergame provides a virtual and a real social interaction to improve mental health on overweight and obese adolescents. Therefore, the study will systematically investigate the effects of Competitive Exergame on Weight loss, Mental health,and Social-emotional among overweight and obese male adolescents in China.

Primary Outcome Measures: Weight, Weight is measured using a standard kilogram scale and results are given in kilograms (kg)., pretest, week 4, week 8|Height, Height is measured using a standard height ruler and results are given in meters(m)., pretest, week 4, week 8|Body Mass Index (BMI), Body Mass Index (BMI) is measured using the formula BMI = weight (kg)/height (m)\^2., pretest, week 4, week 8|Waist-to-hip ratio, Waist-to-hip ratio is measured using a precise tape measure, with waist and hip measurements expressed in centimeters (cm)., pretest, week 4, week 8|Body fat, Body fat was measured by a body composition analyzer using bioelectric impedance analysis (BIA), and the results were expressed in %., pretest, week 4, week 8|The Multidimensional Students' Life Satisfaction Scale (MSLSS), The Multidimensional Students' Life Satisfaction Scale (MSLSS) is designed to provide a profile of children's life satisfaction across key domains. It should be noted that a 6-point agreement format has been used with middle and high school students. Higher scores thus indicate higher levels of life satisfaction throughout the scale., pretest, week 4, week 8|Self-Confidence Scale for Chinese Primary and Secondary School (SCS), Self-confidence was measured using Self-Confidence Scale for Chinese Primary and Secondary School (SCS). The SCS used a 5-point Likert scale ranging from 1 (disagree a lot) to 5 (agree a lot). A higher score indicates a student perceived higher Self-Confidence., pretest, week 4, week 8|Patient Health Questionnaire (PHQ-9), A higher score indicates a student perceived higher. Self-Confidence. Depression wsa measured using Patient Health Questionnaire (PHQ-9). It comprises 9 diagnostic symptom criteria based on the Diagnostic and Statistical Manual of Mental Disorders#IV (DSM#IV) major depressive disorder., pretest, week 4, week 8|Physical activity self-efficacy Scales (S-PASESC), Self-efficacy was measured using Physical activity self-efficacy Scales (S-PASESC). The SPASES used a 5-point Likert scale ranging from 1 (disagree a lot) to 5 (agree a lot). A higher score indicates a student perceived higher PA self-efficacy. A higher score indicates a student perceived higher PA self-efficacy., pretest, week 4, week 8|Self-Esteem Scale (SES), Self-Esteem was measured uasing Self-Esteem Scale (SES). A 10-item scale that measures global self-worth by measuring both positive and negative feelings about the self. All items are answered using a 4-point Likert scale ranging from strongly agree to strongly disagree. The scores for all ten items. Keep scores on a continuous scale. Higher scores indicate higher self-esteem., pretest, week 4, week 8|Social Phobia and Anxiety Inventory Form (SPAI-B), Social Anxiety was measured using Social Phobia and Anxiety Inventory Form (SPAI-B). The SPAI-B consists of 16 items answered with a 5-point Likert scale ranging from 1 (Never happens) to 5 (Always happens). The total score is 23 to 115, and the higher the score, the more obvious the anxiety symptoms., pretest, week 4, week 8