An interventional study of Structured Virtual Reality Exergaming and Self-Selected Virtual Reality Gaming in No Disease, sponsored by Babes-Bolyai University. Completed at 1 site in Romania. Open to male participants aged 10 Years to 12 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-08-07.
Sponsored by Babes-Bolyai University · Not applicable, Interventional, and Other
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.
This was a three-month, two-arm, individually randomized controlled trial conducted at the physiotherapy clinic of the OH Sport Complex in Cluj-Napoca, Romania.
Participants were healthy, physically active male basketball players aged 10 to 12 years. A total of 87 children were assessed for eligibility. Seven were excluded before randomization: one did not meet the inclusion criteria and six declined participation. The remaining 80 participants were randomly allocated in a 1:1 ratio to either the structured Beat Saber group or the self-selected virtual reality gaming group.
Both groups completed three approximately 60-minute basketball training sessions per week. Each session included a warm-up, technical and shooting drills, one-on-one and small-sided game activities, and full-team basketball play.
After basketball training, both groups completed three 30-minute virtual reality sessions per week for three months. Virtual reality exposure was matched between groups for frequency and session duration.
Participants assigned to the experimental group completed a standardized Beat Saber program using a Meta Quest 3 headset. Beat Saber required repeated rapid upper-limb movements together with trunk and lower-limb actions, including squatting and side-stepping.
Participants assigned to the active comparison group completed self-selected virtual reality games. The games were not standardized according to title, movement pattern, or physical demand. The main difference between the groups was therefore the structure and movement demands of the virtual reality activity rather than the amount of virtual reality exposure.
Peak isometric force was assessed at baseline and after three months using the MAT Muscle Meter dynamometer. Five efficacy outcomes were evaluated: peak isometric deadlift force and peak isometric shoulder force during flexion, extension, abduction, and adduction. Three maximal voluntary isometric contractions were completed for each movement, and the highest value was retained for analysis.
No single primary outcome was prospectively designated. The five force outcomes were treated as an exploratory family of efficacy outcomes. Harm outcomes included dizziness, intervention-related injuries, and discontinuation because of adverse events.
All 80 randomized participants completed the intervention and post-intervention testing. Mild, temporary dizziness was reported by six participants during the first week of virtual reality exposure. No serious adverse events, intervention-related injuries, withdrawals, or losses to follow-up occurred.
Exclusion Criteria:
Participants completed three 30-minute Beat Saber sessions per week for three months using a Meta Quest 3 headset. Sessions took place after regular basketball training. Beat Saber involved repeated rapid upper-limb movements combined with trunk and lower-limb actions, including squatting and side-stepping. Participants also completed three approximately 60-minute basketball training sessions per week.
Behavioral: Structured Virtual Reality Exergaming
Participants completed three 30-minute self-selected virtual reality gaming sessions per week for three months after regular basketball training. Participants selected the games they wished to play, and the games were not standardized by title, movement pattern, or physical demand. Participants also completed three approximately 60-minute basketball training sessions per week.
Behavioral: Self-Selected Virtual Reality Gaming
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.
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.
Change From Baseline in Peak Isometric Deadlift Force
Peak isometric deadlift force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions using a fixed deadlift handle, with approximately 60 seconds of rest between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.
Time frame: Baseline and immediately after the 3-month intervention
Change From Baseline in Peak Isometric Shoulder Flexion Force
Peak isometric shoulder flexion force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position, with approximately 60 seconds of rest between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.
Time frame: Baseline and immediately after the 3-month intervention
Change From Baseline in Peak Isometric Shoulder Abduction Force
Peak isometric shoulder abduction force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder abducted to 90° in the scapular plane. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.
Time frame: Baseline and immediately after the 3-month intervention
Change From Baseline in Peak Isometric Shoulder Extension Force
Peak isometric shoulder extension force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder flexed to 90°. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.
Time frame: Baseline and immediately after the 3-month intervention
Change From Baseline in Peak Isometric Shoulder Adduction Force
Peak isometric shoulder adduction force was measured in kilogram-force (kgf) using the MAT Muscle Meter. Participants performed three maximal voluntary isometric contractions in a standardized seated position with the shoulder abducted to 90° in the scapular plane. Approximately 60 seconds of rest were allowed between attempts. The highest recorded value was retained. Change was calculated as the post-intervention value minus the baseline value.
Time frame: Baseline and immediately after the 3-month intervention
Number of Participants With Virtual Reality-Related Adverse Events
Adverse events were monitored throughout the three-month intervention. Events of interest included dizziness, intervention-related injuries, and discontinuation of virtual reality sessions because of adverse events. The outcome was recorded as the number of participants experiencing at least one event.
Time frame: From the first virtual reality session through completion of the 3-month intervention
Plan to share: No — Individual participant data will not be publicly shared because the study involved minors and the consent process did not include a prospective plan for external sharing of participant-level data. De-identified aggregate results will be reported in the study publication.
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Babes-Bolyai University