Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
- Conditions
- OverweightSedentary LifestyleChild
- Interventions
- Other: High AutonomyOther: Low Autonomy
- Registration Number
- NCT02940431
- Lead Sponsor
- USDA Grand Forks Human Nutrition Research Center
- Brief Summary
The purpose of this study is to look at the effects of active video game play on youth physical activity.
- Detailed Description
Child obesity is increasing worldwide and has major implications for health, both during youth and later in life. Physical activity declines sharply during adolescence, making ages 8-12 a critical period to encourage healthy exercise habits. Increased childhood weight has been linked to sedentary leisure time activities, such as video games. "Active video games" (AVGs) are now being studied as a method to increase children's interest and participation in physical activity. Although research indicates that AVG play may lead to energy expenditure comparable to light/ moderate physical activity, children prefer sedentary video games to AVGs and often find AVGs boring. Children do not play AVGs as often or with the same intensity as traditional games/sports and lose interest in them; efforts must be made to increase the appeal of AVGs so they are competitive with sedentary video games. This study will examine whether children's motivation to engage in AVG play may be increased with greater autonomy, as well as whether increasing children's motivation to play AVGs also increases their motivation to play sedentary video games.
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 49
- Sedentary lifestyle
- BMI between 5th and 95th percentile
- taking any medications that affect energy use or eating
- actively trying to lose weight
- has any medical conditions that prevent him/her from safely joining in physical activity
- exercises more than three times per week for one hour at a time
- does not engage in more than 14 hours per week of screen-based activities
- does not own an active video game system
- plays active video games more than 30 minutes per week
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- FACTORIAL
- Arm && Interventions
Group Intervention Description High Autonomy High Autonomy Children will choose active video games for use during the study. Low Autonomy Low Autonomy Children will be assigned active video games for use during the study.
- Primary Outcome Measures
Name Time Method Change in relative reinforcing value (RRV) of active video games Week 0, Week 6, Week 10 RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play).
- Secondary Outcome Measures
Name Time Method Change in minutes of physical activity, as assessed by activity tracker Week 0, Week 6, Week 10 Minutes of physical activity will be assessed by having participants wear an Actigraph accelerometer for 7 days (minimum 10 hours per day) on the right hip.
Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity Week 0, Week 6, Week 10 Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2).
Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play Week 0, Week 6, Week 10 Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure active video game play.
Beverage and snack food consumption Week 0, Week 6, Week 10 Average weekly intake of certain foods and beverages will be assessed by self-report questionnaire responses of the Beverage and Snack Questionnaire (BSQ).
Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play Week 0, Week 6, Week 10 Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure sedentary video game play.
Children's exercise self-efficacy Week 0, Week 6, Week 10 Changes in children's exercise self-efficacy will be assessed by self-report questionnaire responses of the Children's Self-Perception of Adequacy in and Predilection of Physical Activity Scale (CSAPPA).
Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities Week 0, Week 6, Week 10 Changes in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities (computer, phone TV), will be assessed by 24-hour activity recalls which participants will fill out for the prior day's activities for two weekend and two weekdays.
Trial Locations
- Locations (1)
USDA Grand Forks Human Nutrition Research Center
🇺🇸Grand Forks, North Dakota, United States