AVGAME: Effects of Active Video Games in Physically Inactive Children
Study Details
Study Description
Brief Summary
Inactivity was reported to be high in children and considered to be the fourth common cause of death in all ages. The reason for children is usually the increasing indoor use of sedentary screen time. Active Video Games (AVG) have recently been introduced for decreasing the sedentary time for children and directing them to physical activity (PA) at home.The aim of this study is to show the quantitative effect of games on physical fitness parameters like weight, body mass index (BMI) and fat ratio (FR). The study also aims at the factors for motivation or continuance of the games as self-perception and enjoyment levels together with qualitative effects of games on satisfaction and attitude changes in inactive children.
Condition or Disease | Intervention/Treatment | Phase |
---|---|---|
|
N/A |
Detailed Description
Research related a causal association between inactivity, low esteem, and excess weight for children. For this reason, academic performance decreases and obesity associated diseases such as hypertension, diabetes, coronary heart diseases, depression, and cancer might ensue. Children usually do not prefer to perform outdoor PA due to several causes including low sense of self perception.
So far studies have shown an almost equivalent energy spent through AVGs to the physical activity of moderate intensity. Games have been previously demonstrated to prevent excess weight. There were no studies of AVG in children with varying weights, inactivity and technology preoccupation. Similarly, no qualitative research of AVG in children exploring enjoyment levels and attitude changes were encountered.
Thus, the investigators aim to find the quantitative effect of AVG on physical fitness parameters like weight, BMI and FR. Other aims are studying factors for motivation or continuance of the games as well as the feelings and perspectives of the participant children's parents for the games.
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
---|---|
No Intervention: Control Group Physically inactive children who did not play AVGs. |
|
Experimental: Intervention Group Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. |
Other: Active Video Games
Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
|
Outcome Measures
Primary Outcome Measures
- Weight in Kilograms [Baseline, 12 weeks]
Weight measured to the nearest 0.01 kg by Seca 767 scale. The first before the games, the second after the games.
- Weight z Score [Baseline, 12 weeks]
Weight measured to the nearest 0.01 kg by Seca 767 scale. Z scores were calculated using national data for Turkish children. The first before the games, the second after the games. Positive z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.
- BMI Calculated as "Weight (kg) / Height (m^2)" [Baseline, 12 weeks]
Body Mass Index calculation of both groups before the games and after the games.
- BMI z Score [Baseline, 12 weeks]
Weight and height were measured to the nearest 0.01 kg (Seca 767) and 0.1 cm (Seca 220). BMI Z-scores were calculated using national data for Turkish children derived from values obtained from calculations with Quetelet index. The first before the games, the second after the games. Positive BMI z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.
- Body Fat Percentage as Determined by Siri Formula From Skinfold Thicknesses [Baseline, 12 weeks]
The biceps, triceps, suprailiac and subscapular regions skinfold thicknesses were measured by Holtain caliper at the beginning of and after the games. Durnin-Womersley formula was used to calculate body densities. Then fat ratio of whole body was derived from the Siri equation by integrating body densities obtained by Durnin-Womersley formula.
Secondary Outcome Measures
- Visual Reaction Times of Dominant Hand by Newtest 1000 Timer [Baseline, 12 weeks]
Determination of visual reaction times after games in intervention groups, and control groups. First before the games, second after the games.
- Visual Reaction Times of Non-dominant Hand by Newtest 1000 Timer [Baseline, 12 weeks]
- Auditory Reaction Time of Dominant Hand by Newtest 1000 Timer [Baseline, 12 weeks]
- Auditory Reaction Time of Non-dominant Hand by Newtest 1000 Timer [Baseline, 12 weeks]
- Self-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) [Baseline, 12 weeks]
The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about sports competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
- Self-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) [Baseline, 12 weeks]
The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about physical condition competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
- Self-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) [Baseline, 12 weeks]
The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about strength competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
- Self-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) [Baseline, 12 weeks]
The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about body attractiveness subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
- Self-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) [Baseline, 12 weeks]
The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about physical self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
- Self-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) [Baseline, 12 weeks]
The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about global self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
- Enjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF) [After every game during 12 weeks]
For Sports category, there were 5 games of boxing, tennis, golf, baseball, and bowling. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Sports Category scores were 11-25 for females and 17.8-26.2 for males.
- Enjoyment Levels of Genders From Resort Category in the Game Group by Physical Activity [After every game during 12 weeks]
For Resort category, there were 8 games of jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Resort Category scores were 23.2-37 for females and 25.8-37.8 for males.
- Enjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group [After every game during 12 weeks]
For Balance category, there were 5 games of ski slalom, heading ball, balance bubble, ski jumping and penguin playing. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Balance Category scores were 14.4-23.2 for females and 15-26.6 for males.
- Enjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group [After every game during 12 weeks]
For Aerobics category, there were 5 games of rhytmic boxing, hula-hoop, cycling, step, and run. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Aerobics Category scores were 17.8-24 for females and 14.4-26.4 for males.
- Enjoyment Levels by Physical Activity of Genders From Training Category in the Game Group [After every game during 12 weeks]
For Training category, there were 9 games of rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Training Category scores were 31.6-41.8 for females and 29.2-45.2 for males.
Eligibility Criteria
Criteria
Inclusion Criteria:
-
Being 8-13 years old
-
Being preoccupied with technology
-
Being physically inactive
Exclusion Criteria:
-
Having circulatory, respiratory and musculoskeletal disease
-
Having neuropsychiatric diseases
-
History of syncope or seizures
-
History of exercise induced anaphylaxis
-
Morbid obesity
-
Short stature
Contacts and Locations
Locations
No locations specified.Sponsors and Collaborators
- Abant Izzet Baysal University
Investigators
- Principal Investigator: Dilsad Coknaz, Abant Izzet Baysal University
Study Documents (Full-Text)
None provided.More Information
Additional Information:
Publications
- Booth FW, Roberts CK, Laye MJ. Lack of exercise is a major cause of chronic diseases. Compr Physiol. 2012 Apr;2(2):1143-211. doi: 10.1002/cphy.c110025. Review.
- Kohl HW 3rd, Craig CL, Lambert EV, Inoue S, Alkandari JR, Leetongin G, Kahlmeier S; Lancet Physical Activity Series Working Group. The pandemic of physical inactivity: global action for public health. Lancet. 2012 Jul 21;380(9838):294-305. doi: 10.1016/S0140-6736(12)60898-8. Review.
- Maddison R, Foley L, Mhurchu CN, Jull A, Jiang Y, Prapavessis H, Rodgers A, Vander Hoorn S, Hohepa M, Schaaf D. Feasibility, design and conduct of a pragmatic randomized controlled trial to reduce overweight and obesity in children: The electronic games to aid motivation to exercise (eGAME) study. BMC Public Health. 2009 May 19;9:146. doi: 10.1186/1471-2458-9-146.
- Martins C, Morgan L, Truby H. A review of the effects of exercise on appetite regulation: an obesity perspective. Int J Obes (Lond). 2008 Sep;32(9):1337-47. doi: 10.1038/ijo.2008.98. Epub 2008 Jul 8. Review.
- 2012.16.02.545
Study Results
Participant Flow
Recruitment Details | Four primary public schools among 14 in the central schools of Bolu region were randomly selected. In January to February of year 2013, all children (n=1300) from grades III,IV,V and VI were given froms for participation.Children positively responded to informed consent forms (n=918) were accepted as eligible for the study. |
---|---|
Pre-assignment Detail | The discrepancy between the enrolled (918) and assigned (n=106) numbers of children could be attributed to strict "inclusion" and "exclusion" criteria, and particularly to dropped out children due to technological preoocupation and physical inactivity as well as problems interfering physical activity and self-perception. |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Period Title: Overall Study | ||
STARTED | 242 | 676 |
COMPLETED | 53 | 53 |
NOT COMPLETED | 189 | 623 |
Baseline Characteristics
Arm/Group Title | Control Group | Intervention Group | Total |
---|---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Total of all reporting groups |
Overall Participants | 53 | 53 | 106 |
Age (years) [Mean (Standard Deviation) ] | |||
Mean (Standard Deviation) [years] |
10.31
(1.15)
|
9.62
(1.02)
|
9.96
(1.13)
|
Sex: Female, Male (Count of Participants) | |||
Female |
31
58.5%
|
29
54.7%
|
60
56.6%
|
Male |
22
41.5%
|
24
45.3%
|
46
43.4%
|
Race and Ethnicity Not Collected (Count of Participants) | |||
Count of Participants [Participants] |
0
0%
|
||
Region of Enrollment (participants) [Number] | |||
Turkey |
53
100%
|
53
100%
|
106
100%
|
Techonology pre-occupation and physical inactivity (participants) [Number] | |||
Number [participants] |
53
100%
|
53
100%
|
106
100%
|
Outcome Measures
Title | Weight in Kilograms |
---|---|
Description | Weight measured to the nearest 0.01 kg by Seca 767 scale. The first before the games, the second after the games. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
34.29
(8.46)
|
33.65
(9.39)
|
At the end of the games |
36.19
(9.04)
|
34.18
(9.58)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable weight. | |
Type of Statistical Test | Superiority | |
Comments | A sample size of 26 children per group was needed with the assumption of Cohen's d = 0.8, the alpha error of 0.05 and a power of 80%. | |
Statistical Test of Hypothesis | p-Value | 0.001 |
Comments | The outcomes of weight was tested for any difference between groups by covariate analysis (ANCOVA) adjusted for the weight at baseline and confounding variable age. | |
Method | ANCOVA | |
Comments |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable weight. | |
Type of Statistical Test | Other | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.0002535 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted for cluster effect, and small sample sizes in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable weight. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.000397 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Weight z Score |
---|---|
Description | Weight measured to the nearest 0.01 kg by Seca 767 scale. Z scores were calculated using national data for Turkish children. The first before the games, the second after the games. Positive z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
-0.22
(1.05)
|
0.13
(1.23)
|
At the end of the games |
0.06
(1.02)
|
0.23
(1.23)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable weight z scores. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.005 |
Comments | The outcome of weight z score was tested for any difference between groups by covariate analysis (ANCOVA) adjusted for the weight at baseline and confounding variable age. | |
Method | ANCOVA | |
Comments |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable weight z score. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.002 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. Adjusted by Satterthwaite's degrees of freedom correction method for cluster effect, and small sample sizes in addition to baseline value and age. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.00386 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | BMI Calculated as "Weight (kg) / Height (m^2)" |
---|---|
Description | Body Mass Index calculation of both groups before the games and after the games. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
18.20
(3.29)
|
17.97
(3.34)
|
At the end of the games |
18.86
(3.57)
|
17.64
(3.36)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.000 |
Comments | The outcomes of weight was tested for any difference between groups by covariate analysis (ANCOVA) adjusted for the body mass index at baseline and confounding variable age. | |
Method | ANCOVA | |
Comments |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.00000306 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. Adjusted for cluster effect, and small sample sizes, baseline value and age. | |
Method | Linear mixed effects model | |
Comments | Satterthwaite's correction method for denominator degrees of freedom. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.00000367 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | BMI z Score |
---|---|
Description | Weight and height were measured to the nearest 0.01 kg (Seca 767) and 0.1 cm (Seca 220). BMI Z-scores were calculated using national data for Turkish children derived from values obtained from calculations with Quetelet index. The first before the games, the second after the games. Positive BMI z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
0.06
(1.15)
|
0.13
(1.30)
|
At the end of the games |
0.27
(1.17)
|
0.00
(1.31)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index z score. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.000 |
Comments | The outcome of body mass index z score was tested for any difference between groups by covariate analysis (ANCOVA) adjusted for the body mass index z score at baseline and confounding variable age. | |
Method | ANCOVA | |
Comments |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index z score. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.0001402 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable body index z score. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.000235 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Body Fat Percentage as Determined by Siri Formula From Skinfold Thicknesses |
---|---|
Description | The biceps, triceps, suprailiac and subscapular regions skinfold thicknesses were measured by Holtain caliper at the beginning of and after the games. Durnin-Womersley formula was used to calculate body densities. Then fat ratio of whole body was derived from the Siri equation by integrating body densities obtained by Durnin-Womersley formula. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
25.43
(6.78)
|
24.54
(7.14)
|
At the end of the games |
24.62
(7.83)
|
22.37
(6.68)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable fat ratio. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.259 |
Comments | The outcomes of fat ratio was tested for any difference between groups by covariate analysis (ANCOVA) adjusted for the fat ratio at baseline and confounding variable age. | |
Method | ANCOVA | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable fat ratio. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.220 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable fat ratio. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.250006 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Visual Reaction Times of Dominant Hand by Newtest 1000 Timer |
---|---|
Description | Determination of visual reaction times after games in intervention groups, and control groups. First before the games, second after the games. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
0.269
(0.055)
|
0.263
(0.067)
|
At the end of the games |
0.269
(0.075)
|
0.233
(0.040)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.000 |
Comments | The outcome of visual reaction time was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for the weight at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | The outcome of visual reaction time was tested for any difference between groups by linear mixed-effects model analysis. | |
Type of Statistical Test | Superiority | |
Comments | Adjusted for the weight at baseline and confounding variable age. | |
Statistical Test of Hypothesis | p-Value | 0.00001196 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.0000282 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Visual Reaction Times of Non-dominant Hand by Newtest 1000 Timer |
---|---|
Description | |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
0.284
(0.058)
|
0.282
(0.083)
|
At the end of the games |
0.282
(0.076)
|
0.240
(0.045)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time of non-dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.000 |
Comments | The outcome of visual reaction time of non-dominant hand was tested for any difference between groups. | |
Method | ANCOVA | |
Comments | Adjusted for the visual reaction time of non-dominant hand at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time of non-dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.00000009 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time of non-dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 000000055 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Auditory Reaction Time of Dominant Hand by Newtest 1000 Timer |
---|---|
Description | |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
0.314
(0.071)
|
0.285
(0.079)
|
At the end of the games |
0.289
(0.079)
|
0.243
(0.053)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.000 |
Comments | The outcomes of auditory reaction time of dominant hand was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for the auditory reaction time of dominant hand at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.00001633 |
Comments | The outcomes of auditory reaction time of dominant hand was tested for any difference between groups by linear mixed-effects analysis. | |
Method | Linear mixed-effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.0000367 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Auditory Reaction Time of Non-dominant Hand by Newtest 1000 Timer |
---|---|
Description | |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
0.321
(0.074)
|
0.294
(0.086)
|
At the end of the games |
0.293
(0.080)
|
0.264
(0.049)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of non-dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.008 |
Comments | The outcomes of auditory reaction time of non-dominant hand was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for the auditory reaction time of non-dominant hand at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of non-dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.006 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of non-dominant hand. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.006602 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Self-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) |
---|---|
Description | The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about sports competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
17.11
(2.59)
|
16.11
(2.35)
|
At the end of the games |
18.79
(2.95)
|
17.73
(3.63)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of sports competence. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.615648 |
Comments | The outcome of self-perception for sports competence was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for self-perception for sports competence at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | The outcome of self-perception for sports competence was tested for any difference between groups by linear mixed-effects model analysis. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.608 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of sports competence. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.60938 |
Comments | The outcome of self-perception for sports competence was tested for any difference between groups by linear mixed-effects model analysis. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Self-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) |
---|---|
Description | The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about physical condition competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
Mean (Standard Deviation) [score on a scale] |
18.15
(3.08)
|
17.52
(2.78)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of physical condition competence. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.094 |
Comments | The outcome of self-perception for physical condition competence was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for self-perception for physical condition competence at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of physical condition competence. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.085 |
Comments | The outcome of self-perception for physical condition competence was tested for any difference between groups by linear mixed-effects model analysis. | |
Method | Linear mixed effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | The outcome of self-perception for sports competence was tested for any difference between groups by linear mixed-effects model analysis. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.08818 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Self-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) |
---|---|
Description | The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about strength competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
17.03
(3.05)
|
16.35
(3.24)
|
At the end of the games |
19.24
(3.27)
|
17.49
(3.66)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of strength competence. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.058102 |
Comments | The outcome of self-perception for strength competence was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for self-perception for strength competence at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of strength competence. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.051 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of strength competence. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.0534 |
Comments | The outcome of self-perception for strength competence was tested for any difference between groups by linear mixed-effects model analysis. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Self-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) |
---|---|
Description | The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about body attractiveness subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
17.37
(2.78)
|
16.11
(3.17)
|
At the end of the games |
18.69
(3.57)
|
17.11
(4.19)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of body attractiveness. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.638505 |
Comments | The outcome of self-perception for body attractiveness was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for self-perception for body attractiveness at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of body attractiveness. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.632 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted for cluster effect in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of body attractiveness. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.63280 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Self-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) |
---|---|
Description | The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about physical self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
18.03
(2.50)
|
17.37
(2.74)
|
At the end of the games |
20.32
(2.48)
|
18.15
(4.05)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global physical self-worth. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.007061 |
Comments | The outcome of self-perception of global physical self-worth was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for self-perception for global physical self-worth at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global physical self-worth. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.005 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global physical self-worth. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.00603 |
Comments | Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Self-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP) |
---|---|
Description | The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about global self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score. |
Time Frame | Baseline, 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Control Group | Intervention Group |
---|---|---|
Arm/Group Description | Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. |
Measure Participants | 53 | 53 |
At the beginning of games |
18.03
(2.50)
|
17.92
(2.65)
|
At the end of the games |
20.69
(2.80)
|
18.69
(4.25)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global self-worth. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.002879 |
Comments | The outcome of self-perception for global self-worth was tested for any difference between groups by covariate analysis. | |
Method | ANCOVA | |
Comments | Adjusted for self-perception for global self-worth at baseline and confounding variable age. |
Statistical Analysis 2
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global self-worth. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.002 |
Comments | The outcome of self-perception for sports competence was tested for any difference between groups by linear mixed-effects model analysis. | |
Method | Linear mixed effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Statistical Analysis 3
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global self-worth. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.00238 |
Comments | The outcome of self-perception for sports competence was tested for any difference between groups by linear mixed-effects model analysis. | |
Method | Linear mixed-effects model | |
Comments | Adjusted by Satterthwaite's degrees of freedom method for cluster effect, and small sample sizes in addition to baseline value and age. |
Title | Enjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF) |
---|---|
Description | For Sports category, there were 5 games of boxing, tennis, golf, baseball, and bowling. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Sports Category scores were 11-25 for females and 17.8-26.2 for males. |
Time Frame | After every game during 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
Enjoyment levels only in the intervention group were assessed since control group did not play the games of interest. |
Arm/Group Title | Female | Males |
---|---|---|
Arm/Group Description | Females' enjoyment levels in AVG group playing Nintendo Wii® active video game categories of sports (boxing, tennis, golf, baseball, and bowling), balance (ski slalom, heading ball, balance bubble, ski jumping and penguin playing), aerobics (rhythm boxing,hula-hoop, cycling, step, and run), resort (jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee) and training (rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle). | Males' enjoyment levels in AVG group playing Nintendo Wii® active video game categories of sports (boxing, tennis, golf, baseball, and bowling), balance (ski slalom, heading ball, balance bubble, ski jumping and penguin playing), aerobics (rhythm boxing,hula-hoop, cycling, step, and run), resort (jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee) and training (rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle). |
Measure Participants | 29 | 24 |
Mean (Standard Deviation) [score on a scale] |
21.34
(2.59)
|
20.46
(4.08)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Enjoyment scale of physical activity "sports" in intervention group between male and female genders | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.194 |
Comments | Tested the significance of gender between genders | |
Method | Wilcoxon (Mann-Whitney) | |
Comments |
Title | Enjoyment Levels of Genders From Resort Category in the Game Group by Physical Activity |
---|---|
Description | For Resort category, there were 8 games of jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Resort Category scores were 23.2-37 for females and 25.8-37.8 for males. |
Time Frame | After every game during 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Female | Males |
---|---|---|
Arm/Group Description | Females' enjoyment levels in AVG group playing Nintendo Wii® active video game categories of resort (jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee). | Males' enjoyment levels in AVG group playing Nintendo Wii® active video game categories of resort (jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee). |
Measure Participants | 29 | 24 |
Mean (Standard Deviation) [score on a scale] |
33.04
(3.36)
|
33.27
(3.30)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two genders in the Active video game group for the variable of enjoyment from sports category. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.809 |
Comments | ||
Method | Wilcoxon (Mann-Whitney) | |
Comments |
Title | Enjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group |
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Description | For Balance category, there were 5 games of ski slalom, heading ball, balance bubble, ski jumping and penguin playing. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Balance Category scores were 14.4-23.2 for females and 15-26.6 for males. |
Time Frame | After every game during 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Female | Males |
---|---|---|
Arm/Group Description | Females' enjoyment levels in AVG group playing Nintendo Wii® active video game categories of balance (ski slalom, heading ball, balance bubble, ski jumping and penguin playing). | Males' enjoyment levels in AVG group playing Nintendo Wii® active video game categories of balance (ski slalom, heading ball, balance bubble, ski jumping and penguin playing). |
Measure Participants | 29 | 24 |
Mean (Standard Deviation) [score on a scale] |
21.24
(2.32)
|
21.41
(2.49)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two genders in the active video game group for the variable of enjoyment from balance category. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.843 |
Comments | ||
Method | Wilcoxon (Mann-Whitney) | |
Comments |
Title | Enjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group |
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Description | For Aerobics category, there were 5 games of rhytmic boxing, hula-hoop, cycling, step, and run. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Aerobics Category scores were 17.8-24 for females and 14.4-26.4 for males. |
Time Frame | After every game during 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Female | Males |
---|---|---|
Arm/Group Description | Females' enjoyment levels in AVG group playing Nintendo Wii® active video game category of aerobics (rhythm boxing,hula-hoop, cycling, step, and run). | Males' enjoyment levels in AVG group playing Nintendo Wii® active video game category of aerobics (rhythm boxing,hula-hoop, cycling, step, and run). |
Measure Participants | 29 | 24 |
Mean (Standard Deviation) [score on a scale] |
22.17
(1.41)
|
21.54
(2.39)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two genders in the active video game group for the variable of enjoyment from aerobic category. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.247 |
Comments | ||
Method | Wilcoxon (Mann-Whitney) | |
Comments |
Title | Enjoyment Levels by Physical Activity of Genders From Training Category in the Game Group |
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Description | For Training category, there were 9 games of rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Training Category scores were 31.6-41.8 for females and 29.2-45.2 for males. |
Time Frame | After every game during 12 weeks |
Outcome Measure Data
Analysis Population Description |
---|
[Not Specified] |
Arm/Group Title | Female | Males |
---|---|---|
Arm/Group Description | Females' enjoyment levels in AVG group playing Nintendo Wii® active video game categories of training (rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle). | Males' enjoyment levels in AVG group playing Nintendo Wii® active video game categories of training (rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle). |
Measure Participants | 29 | 24 |
Mean (Standard Deviation) [score on a scale] |
38.50
(2.70)
|
37.95
(3.61)
|
Statistical Analysis 1
Statistical Analysis Overview | Comparison Group Selection | Control Group, Intervention Group |
---|---|---|
Comments | Null hypothesis was the absence of difference between the two genders in the active video game group for the variable of enjoyment from training category. | |
Type of Statistical Test | Superiority | |
Comments | ||
Statistical Test of Hypothesis | p-Value | 0.543 |
Comments | ||
Method | Wilcoxon (Mann-Whitney) | |
Comments |
Adverse Events
Time Frame | 12 weeks | |||
---|---|---|---|---|
Adverse Event Reporting Description | ||||
Arm/Group Title | Control Group | Intervention Group | ||
Arm/Group Description | Physically inactive children who did not play AVGs. | Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories. | ||
All Cause Mortality |
||||
Control Group | Intervention Group | |||
Affected / at Risk (%) | # Events | Affected / at Risk (%) | # Events | |
Total | / (NaN) | / (NaN) | ||
Serious Adverse Events |
||||
Control Group | Intervention Group | |||
Affected / at Risk (%) | # Events | Affected / at Risk (%) | # Events | |
Total | 0/53 (0%) | 0/53 (0%) | ||
Other (Not Including Serious) Adverse Events |
||||
Control Group | Intervention Group | |||
Affected / at Risk (%) | # Events | Affected / at Risk (%) | # Events | |
Total | 0/53 (0%) | 0/53 (0%) |
Limitations/Caveats
More Information
Certain Agreements
All Principal Investigators ARE employed by the organization sponsoring the study.
There is NOT an agreement between Principal Investigators and the Sponsor (or its agents) that restricts the PI's rights to discuss or publish trial results after the trial is completed.
Results Point of Contact
Name/Title | Dr. Halil Ibrahim Atasoy |
---|---|
Organization | Abant Izzet Baysal University |
Phone | 90 532 599 89 53 |
halilibrahimatasoy@gmail.com |
- 2012.16.02.545