Active Games: Increasing the Attractiveness of Active Video Game Play for Youth

Sponsor
USDA Grand Forks Human Nutrition Research Center (U.S. Fed)
Overall Status
Completed
CT.gov ID
NCT02940431
Collaborator
(none)
49
1
2
18
2.7

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
  • Other: High Autonomy
  • Other: Low Autonomy
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

Study Type:
Interventional
Actual Enrollment :
49 participants
Allocation:
Randomized
Intervention Model:
Factorial Assignment
Masking:
None (Open Label)
Primary Purpose:
Other
Official Title:
Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
Actual Study Start Date :
Nov 1, 2016
Actual Primary Completion Date :
May 4, 2018
Actual Study Completion Date :
May 4, 2018

Arms and Interventions

Arm Intervention/Treatment
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.

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.

Outcome Measures

Primary Outcome Measures

  1. 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

  1. 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.

  2. 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.

  3. 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).

  4. 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).

  5. 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).

  6. 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.

  7. 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

Ages Eligible for Study:
8 Years to 12 Years
Sexes Eligible for Study:
All
Accepts Healthy Volunteers:
Yes
Inclusion Criteria:
  • Sedentary lifestyle

  • BMI between 5th and 95th percentile

Exclusion Criteria:
  • taking any medications that affect energy use or eating

  • actively trying to lose weight

  • has any medical conditions that prevent him/her from safely joining in physical activity

  • exercises more than three times per week for one hour at a time

  • does not engage in more than 14 hours per week of screen-based activities

  • does not own an active video game system

  • plays active video games more than 30 minutes per week

Contacts and Locations

Locations

Site City State Country Postal Code
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.
Responsible Party:
James Roemmich, PhD, USDA Grand Forks Human Nutrition Research Center
ClinicalTrials.gov Identifier:
NCT02940431
Other Study ID Numbers:
  • GFHNRC406
First Posted:
Oct 20, 2016
Last Update Posted:
Aug 13, 2019
Last Verified:
Aug 1, 2019
Individual Participant Data (IPD) Sharing Statement:
No
Plan to Share IPD:
No
Additional relevant MeSH terms:

Study Results

No Results Posted as of Aug 13, 2019