No DiseaseBS-VR StrengthNCT07753213
Beat Saber Exergaming and Isometric Strength in Youth Basketball Players
A study testing Structured Virtual Reality Exergaming and Self-Selected Virtual Reality Gaming in people with No Disease, run by Babes-Bolyai University at 1 site in Romania.
Trial 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. Read more about this study
- Who is it for?
- Ages 10 to 12 years, men onlyHealthy volunteers can take part
- Conditions the study is for
- No Disease
- What is being tested?
- Structured Virtual Reality Exergaming and Self-Selected Virtual Reality Gaming
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 80 participants
- Where
- 1 siteRomania
- Study dates
- 15 Jan 2026to 1 May 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 10 to 12 years
- Men only
- Healthy volunteers accepted
- Child
Who may be able to join
- Male children aged 10 to 12 years
- Clinically healthy, with no known underlying disease or medical condition
- Regular participation in basketball training
- Physically able to safely complete the basketball training, virtual reality sessions, and strength assessments
- Written informed consent provided by a parent or legal guardian
- Written assent provided by the participant
Who cannot join
- Absence of written parental or legal guardian consent
- Absence of participant assent
- Any medical, neurological, musculoskeletal, or other condition that could limit participation in physical activity or prevent safe completion of the study procedures
Trial locations and contacts
1 site in 1 country.
About this study
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
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.
Read the detailed description
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.
- Conditions
- No Disease
- Being tested
- Structured Virtual Reality Exergaming, Self-Selected Virtual Reality Gaming
- Keywords
- Virtual reality, Exergaming, Beat Saber, Youth Basketball, Shoulder Strenght, Children, Active Video Games
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Structured Virtual Reality ExergamingBehavioural
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.
Self-Selected Virtual Reality GamingBehavioural
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.
| Study group | Role | What they receive |
|---|---|---|
| Structured Beat Saber Exergaming | Experimental | 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. Receives: Behavioral: Structured Virtual Reality Exergaming |
| Self-Selected Virtual Reality Gaming | Active comparator | 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. Receives: Behavioral: Self-Selected Virtual Reality Gaming |
What is being measured
The primary outcome is the main question the study is designed to answer.
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.
Measured: 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.
Measured: 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.
Measured: 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.
Measured: 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.
Measured: Baseline and immediately after the 3-month intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted7 Aug 2026
- Study start15 Jan 2026
- Primary completion1 May 2026
- Study completion1 May 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for No DiseaseStudies 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
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Participants were randomly assigned in a 1:1 ratio to two parallel intervention groups. One group completed a standardized Beat Saber exergaming program, and the other completed self-selected virtual reality gaming. Both groups continued regular basketball training and received matched virtual reality exposure for three months.
- Masking
- None (open label)
- Enrolment
- 80 participants (actual)
Sponsor and investigators
- Lead sponsor
- Babes-Bolyai University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Ghejan Horatiu Dacian, Babes-Bolyai University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07753213
- Sponsor's protocol ID
- BS-VR-RCT-2026-01
- Other IDs
- 559/10.06.2025
- Acronym
- BS-VR Strength
- Status last verified
- Aug 2026
- First submitted
- 4 Aug 2026
- Last updated
- 7 Aug 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- 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.
Study at a glance
From the registry record, last updated by the sponsor on 7 Aug 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- 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
- ClinicalTrials.gov ID
- NCT07753213
- Acronym / sponsor ID
- BS-VR Strength / BS-VR-RCT-2026-01
- Conditions
- No Disease
- Keywords
- Virtual reality, Exergaming, Beat Saber, Youth Basketball, Shoulder Strenght, Children, Active Video Games
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 80 participants (actual)
- Lead sponsor
- Babes-Bolyai UniversityUniversity, hospital or other
- Study start
- 15 Jan 2026 (actual)
- Primary completion
- 1 May 2026 (actual)
- Study completion
- 1 May 2026 (actual)
- First posted
- 7 Aug 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 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.
Detailed description
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.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
- Model description
- Participants were randomly assigned in a 1:1 ratio to two parallel intervention groups. One group completed a standardized Beat Saber exergaming program, and the other completed self-selected virtual reality gaming. Both groups continued regular basketball training and received matched virtual reality exposure for three months.
| Arm | Type | Receives |
|---|---|---|
| Structured Beat Saber Exergaming | Experimental | Behavioral: Structured Virtual Reality ExergamingParticipants 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. |
| Self-Selected Virtual Reality Gaming | Active comparator | Behavioral: Self-Selected Virtual Reality GamingParticipants 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. |
Who may qualify
- Ages
- 10 to 12 years
- Sex
- Male only
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (6 listed)
- Male children aged 10 to 12 years
- Clinically healthy, with no known underlying disease or medical condition
- Regular participation in basketball training
- Physically able to safely complete the basketball training, virtual reality sessions, and strength assessments
- Written informed consent provided by a parent or legal guardian
Key exclusion criteria (3 listed)
- Absence of written parental or legal guardian consent
- Absence of participant assent
- Any medical, neurological, musculoskeletal, or other condition that could limit participation in physical activity or prevent safe completion of the study procedures
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 |
|---|---|---|
| Structured Virtual Reality ExergamingParticipants 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. | Behavioural | Structured Beat Saber Exergaming |
| Self-Selected Virtual Reality GamingParticipants 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. | Behavioural | Self-Selected Virtual Reality Gaming |
Primary outcome
Change From Baseline in Peak Isometric Deadlift Force
Time frame: Baseline and immediately after the 3-month intervention
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.
Change From Baseline in Peak Isometric Shoulder Flexion Force
Time frame: Baseline and immediately after the 3-month intervention
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.
Change From Baseline in Peak Isometric Shoulder Abduction Force
Time frame: Baseline and immediately after the 3-month intervention
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.
Change From Baseline in Peak Isometric Shoulder Extension Force
Time frame: Baseline and immediately after the 3-month intervention
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.
Change From Baseline in Peak Isometric Shoulder Adduction Force
Time frame: Baseline and immediately after the 3-month intervention
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.
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 7 Aug 2026.
- Individual participant dataSharing planned: 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.
Related trials for No Disease
Not yet recruiting
Autologous Thymus Transplant in Children With Congenital Heart Disease: A Pilot Study
Congenital Heart Disease (CHD)
RecruitingPhase 3
Immunotherapy After Surgery for People Who Have No Remaining Cancer Cells After Standard Treatment for Early-Stage Non-Small Cell Lung Cancer, INSIGHT Trial
Lung Non-Small Cell Carcinoma, Stage II Lung Cancer AJCC v8
RecruitingObservational study
Collection of CSF Samples From Participants With Metastatic Triple Negative Breast Cancer (TNBC) and HER2+ Breast Cancer With no Prior History Nor Active Radiographically Detectable Brain Metastases
Breast Cancer, Breast Carcinoma
Not yet recruiting
Safety Assessment of Placing a Single Dental Implant Without Antibiotic Prophylaxis in Simple Cases: A Pilot Study
Tooth Loss and Rehabillitation, Dental Implant Failure
Not yet recruitingObservational study
Soap-and-Water Bed Bath Versus Disposable Wipe Bath in the Same ICU Patients
Critical Illness, Pain
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?
A study testing Structured Virtual Reality Exergaming and Self-Selected Virtual Reality Gaming in people with No Disease, run by Babes-Bolyai University at 1 site in Romania.
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 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 7 Aug 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 Romania. 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?
Change From Baseline in Peak Isometric Deadlift Force (time frame: Baseline and immediately after the 3-month intervention). The study lists 5 primary outcomes in all. 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 7 Aug 2026.