The Effect of Variety on Physical Activity
- Conditions
- Overweight
- Interventions
- Behavioral: Variety of Active Videogames
- Registration Number
- NCT01441544
- Lead Sponsor
- The University of Tennessee, Knoxville
- Brief Summary
Increasing physical activity continues to be a challenge among many individuals, particularly those who are overweight. Recent data from the National Health and Nutrition Examination Survey (NHANES) showed that individuals who reported engaging in a variety of activities were more likely to meet national physical activity recommendations compared to those who reported no variety. Incorporating a variety of activities into a physical activity program may be a way to increase physical increase physical activity levels.
One method to increase variety in physical activities is to use active videogames. Videogames that use motion sensors allow a gamer to physically perform a variety of activities. Thus, the purpose ot this laboratory-based investigation is to conduct a study to examine the effect of engaging in a greater variety of active videogames on energy expenditure in 30 non-obese, regularly active adults.
- Detailed Description
Thirty men and women, aged 18- to 35- years, recruited from the local area, with a normal body mass index (BMI) between 18.5 and 29.9 kg/m, will participate in two experimental sessions, VARIETY and NON-VARIETY, with order of experimental sessions counterbalanced across participants. Participants will be assessed on liking of the active videogames, energy, tiredness, motivation, to succeed, interest in the games, and energy expenditure during the experimental sessions.
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 32
- Men and women, ages 18-25 years are eligible to participate. They will be recruited from flyers posted around campus and in local gyms, and must be willing to participate. They must have a body mass index (BMI) between 18.5 and 29.9 kg/m2.
- Participants who have never played an active videogame or are unable to play an active videogame. If the participant dislikes (scoring <50 on a 100 mm visual analogue scale [VAS]) playing the active videogames used in the investigation. Or if the participant engages in less than 150 minutes/week of moderate- to vigorous-intensity physical activity over the previous month.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- CROSSOVER
- Arm && Interventions
Group Intervention Description VAREITY Variety of Active Videogames - NON-VARIETY Variety of Active Videogames -
- Primary Outcome Measures
Name Time Method Energy expenditure in a laboratory session when active videogames are played End of each session
- Secondary Outcome Measures
Name Time Method
Trial Locations
- Locations (1)
University of Tennessee
🇺🇸Knoxville, Tennessee, United States