Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
Study Details
Study Description
Brief Summary
The purpose of this study is to look at the effects of active video game play on youth physical activity.
Condition or Disease | Intervention/Treatment | Phase |
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N/A |
Detailed Description
Child obesity is increasing worldwide and has major implications for health, both during youth and later in life. Physical activity declines sharply during adolescence, making ages 8-12 a critical period to encourage healthy exercise habits. Increased childhood weight has been linked to sedentary leisure time activities, such as video games. "Active video games" (AVGs) are now being studied as a method to increase children's interest and participation in physical activity. Although research indicates that AVG play may lead to energy expenditure comparable to light/ moderate physical activity, children prefer sedentary video games to AVGs and often find AVGs boring. Children do not play AVGs as often or with the same intensity as traditional games/sports and lose interest in them; efforts must be made to increase the appeal of AVGs so they are competitive with sedentary video games. This study will examine whether children's motivation to engage in AVG play may be increased with greater autonomy, as well as whether increasing children's motivation to play AVGs also increases their motivation to play sedentary video games.
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
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Experimental: High Autonomy Children will choose active video games for use during the study. |
Other: High Autonomy
Children will be given two active video games (AVGs) of their choice. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will be allowed to select their next game.
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Experimental: Low Autonomy Children will be assigned active video games for use during the study. |
Other: Low Autonomy
Children will be given their most-liked active video game (AVG) from the baseline relative reinforcing value assessment. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will receive a pre-determined game.
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Outcome Measures
Primary Outcome Measures
- Change in relative reinforcing value (RRV) of active video games [Week 0, Week 6, Week 10]
RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play).
Secondary Outcome Measures
- Change in minutes of physical activity, as assessed by activity tracker [Week 0, Week 6, Week 10]
Minutes of physical activity will be assessed by having participants wear an Actigraph accelerometer for 7 days (minimum 10 hours per day) on the right hip.
- Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities [Week 0, Week 6, Week 10]
Changes in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities (computer, phone TV), will be assessed by 24-hour activity recalls which participants will fill out for the prior day's activities for two weekend and two weekdays.
- Beverage and snack food consumption [Week 0, Week 6, Week 10]
Average weekly intake of certain foods and beverages will be assessed by self-report questionnaire responses of the Beverage and Snack Questionnaire (BSQ).
- Children's exercise self-efficacy [Week 0, Week 6, Week 10]
Changes in children's exercise self-efficacy will be assessed by self-report questionnaire responses of the Children's Self-Perception of Adequacy in and Predilection of Physical Activity Scale (CSAPPA).
- Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity [Week 0, Week 6, Week 10]
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2).
- Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play [Week 0, Week 6, Week 10]
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure active video game play.
- Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play [Week 0, Week 6, Week 10]
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure sedentary video game play.
Eligibility Criteria
Criteria
Inclusion Criteria:
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Sedentary lifestyle
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BMI between 5th and 95th percentile
Exclusion Criteria:
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taking any medications that affect energy use or eating
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actively trying to lose weight
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has any medical conditions that prevent him/her from safely joining in physical activity
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exercises more than three times per week for one hour at a time
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does not engage in more than 14 hours per week of screen-based activities
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does not own an active video game system
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plays active video games more than 30 minutes per week
Contacts and Locations
Locations
Site | City | State | Country | Postal Code | |
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1 | USDA Grand Forks Human Nutrition Research Center | Grand Forks | North Dakota | United States | 58203 |
Sponsors and Collaborators
- USDA Grand Forks Human Nutrition Research Center
Investigators
- Principal Investigator: James N Roemmich, PhD, USDA Grand Forks Human Nutrition Research Center
Study Documents (Full-Text)
None provided.More Information
Publications
None provided.- GFHNRC406