AVGAME: Effects of Active Video Games in Physically Inactive Children

Sponsor
Abant Izzet Baysal University (Other)
Overall Status
Completed
CT.gov ID
NCT03720938
Collaborator
(none)
106
2
83

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
  • Other: Active Video Games
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

Study Type:
Interventional
Actual Enrollment :
106 participants
Allocation:
Randomized
Intervention Model:
Parallel Assignment
Masking:
None (Open Label)
Primary Purpose:
Prevention
Official Title:
A Digital Movement in the World of Inactive Children: Outcomes of Playing Active Video Games in a Pilot Randomized Trial
Actual Study Start Date :
Feb 1, 2013
Actual Primary Completion Date :
May 1, 2013
Actual Study Completion Date :
Jan 1, 2020

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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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

  1. 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.

  2. Visual Reaction Times of Non-dominant Hand by Newtest 1000 Timer [Baseline, 12 weeks]

  3. Auditory Reaction Time of Dominant Hand by Newtest 1000 Timer [Baseline, 12 weeks]

  4. Auditory Reaction Time of Non-dominant Hand by Newtest 1000 Timer [Baseline, 12 weeks]

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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

Ages Eligible for Study:
8 Years to 13 Years
Sexes Eligible for Study:
All
Accepts Healthy Volunteers:
Yes
Inclusion Criteria:
  1. Being 8-13 years old

  2. Being preoccupied with technology

  3. Being physically inactive

Exclusion Criteria:
  1. Having circulatory, respiratory and musculoskeletal disease

  2. Having neuropsychiatric diseases

  3. History of syncope or seizures

  4. History of exercise induced anaphylaxis

  5. Morbid obesity

  6. 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

Responsible Party:
Dilsad Coknaz, Associate Professor, Abant Izzet Baysal University
ClinicalTrials.gov Identifier:
NCT03720938
Other Study ID Numbers:
  • 2012.16.02.545
First Posted:
Oct 26, 2018
Last Update Posted:
Apr 29, 2020
Last Verified:
Apr 1, 2020
Individual Participant Data (IPD) Sharing Statement:
No
Plan to Share IPD:
No
Studies a U.S. FDA-regulated Drug Product:
No
Studies a U.S. FDA-regulated Device Product:
No
Keywords provided by Dilsad Coknaz, Associate Professor, Abant Izzet Baysal University
Additional relevant MeSH terms:

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

1. Primary Outcome
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.
2. Primary Outcome
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.
3. Primary Outcome
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.
4. Primary Outcome
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.
5. Primary Outcome
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.
6. Secondary Outcome
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.
7. Secondary Outcome
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.
8. Secondary Outcome
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.
9. Secondary Outcome
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.
10. Secondary Outcome
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.
11. Secondary Outcome
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.
12. Secondary Outcome
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.
13. Secondary Outcome
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.
14. Secondary Outcome
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.
15. Secondary Outcome
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.
16. Secondary Outcome
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
17. Secondary Outcome
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
18. Secondary Outcome
Title Enjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group
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
19. Secondary Outcome
Title Enjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group
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
20. Secondary Outcome
Title Enjoyment Levels by Physical Activity of Genders From Training Category in the Game Group
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

Conforming strictly to the rules of CONSORT extension for such "well controlled" studies when clustering with huge numbers of clusters without the risk of contamination might be impossible and unnecessary in small research areas like the city, Bolu.

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
Email halilibrahimatasoy@gmail.com
Responsible Party:
Dilsad Coknaz, Associate Professor, Abant Izzet Baysal University
ClinicalTrials.gov Identifier:
NCT03720938
Other Study ID Numbers:
  • 2012.16.02.545
First Posted:
Oct 26, 2018
Last Update Posted:
Apr 29, 2020
Last Verified:
Apr 1, 2020