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NCT07753213
NA

Beat Saber Exergaming and Isometric Strength in Youth Basketball Players

Sponsor: Babes-Bolyai University

View on ClinicalTrials.gov

Summary

This randomized study compared two types of virtual reality gaming in male basketball players aged 10 to 12 years. The study examined whether a structured Beat Saber exergaming program produced greater improvements in isometric muscle force than self-selected virtual reality games. Eighty participants were randomly assigned to one of two groups. Both groups continued their usual basketball training three times per week for three months and completed 30 minutes of virtual reality gaming after each basketball session. One group followed a standardized Beat Saber program, while the other group selected the virtual reality games they wished to play. Peak isometric force was measured before and after the three-month intervention during a deadlift and four shoulder movements: flexion, extension, abduction, and adduction. Adverse events, including dizziness and intervention-related injuries, were also recorded.

Official title: Three-Month Effects of Structured Beat Saber Exergaming Versus Self-Selected Virtual Reality Gaming on Peak Isometric Deadlift and Shoulder Force in Male Youth Basketball Players: A Randomized Controlled Trial

Key Details

Gender

MALE

Age Range

10 Years - 12 Years

Study Type

INTERVENTIONAL

Enrollment

80

Start Date

2026-01-15

Completion Date

2026-05-01

Last Updated

2026-08-07

Healthy Volunteers

Yes

Conditions

Interventions

BEHAVIORAL

Structured Virtual Reality Exergaming

Participants completed a standardized Beat Saber virtual reality exergaming program using a Meta Quest 3 headset. Sessions were performed three times per week for three months, with each session lasting 30 minutes and taking place after basketball training. Gameplay required repeated rapid upper-limb movements combined with trunk and lower-limb actions, including squatting and side-stepping.

BEHAVIORAL

Self-Selected Virtual Reality Gaming

Participants completed self-selected virtual reality gaming three times per week for three months. Each session lasted 30 minutes and took place after basketball training. Participants selected the games they wished to play. Game titles, movement patterns, and physical demands were not standardized.

Locations (1)

OH Kineto Complex

Cluj-Napoca, Cluj, Romania