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临床试验/NCT01373762
NCT01373762已完成不适用

Interactive Videogame Bikes and Their Effect on Exercise Adherence and Health Related Fitness Among Families

University of Victoria4 个研究点 分布在 1 个国家目标入组 74 人开始时间: 2011年1月最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
入组人数
74
试验地点
4
主要终点
Children's self-reported adherence

研究概览

简要总结

The purpose of this study is to determine whether an interactive exercise videogame bike is effective in improving physical activity adherence, motivations to do physical activity, and physical fitness among families. Families receive either an interactive videogame bike and gaming console, or a traditional stationary bike which is placed in front of the television, to keep in their home for six months. It is expected that families within the videogame bike condition will show greater exercise adherence. It is also expected that these families will have higher self-reported physical activity levels, greater motivation to do physical activity, and improved cardiovascular fitness at the end of the three month period compared to the families in the stationary bike condition.

详细描述

Short title: Fit Game: Fitness & Game Bike Adherence, Motivation and Exercise Study

Study period: 3 years Clinical phase: Phase III trial

Background:

Cancer is a significant economic burden in Canada, through direct costs to the health-care system (e.g., care and rehabilitation related to disease) and indirectly through lost economic output (e.g., missed work due to illness, premature death). At least half of all new cancer cases and deaths worldwide can be prevented, thus it is imperative that primary prevention become a focus of research. Recent research suggests a strong relationship between physical activity and many of the most prevalent forms of cancer including breast, lung, and colon cancer (i.e., the more an individual exercises the less likely they are to develop cancer). Despite these findings, over half of the Canadian population fails to meet levels of physical activity recommended as a preventative measure. Additionally, it has been found that the largest declines in physical activity occur early in life; thus, promotion efforts targeting critical transitions to physical inactivity early in life are paramount. Findings from a Canadian Community Health Survey note that only 21% of Canadian youth are accumulating enough daily activity to meet international guidelines for optimal growth and development. As well, national cross-sectional and cohort studies on physical inactivity/overweight prevalence demonstrate that the most prominent deflection point is between ages 25 to 35, and this has been linked convincingly to the demands of parenthood. Thus, two important target groups for disease prevention are parents and their children through family-based physical activity initiatives. Unfortunately, interventions of this type are limited and have resulted in little changes in physical activity. Previous studies have focused heavily on education about the benefits/barriers of physical activity, followed by a self-monitoring and self-regulatory (e.g., goal-setting) component. One area that has been overlooked when trying to increase physical activity participation among youth, despite its reliable and robust association with physical activity, is the modification of affective expectations or judgements (expected pleasure or enjoyment).

The introduction of new, enjoyable, and engaging exercise activities may present a novel approach to increase physical activity. One group of activities with this potential is interactive exercise video gaming including games such as the Game Bike system, Sony PlayStation EyeToy, and Nintendo Wii. These games allow players to interact physically (using leg, arm, or whole-body movement) in response to some on-screen virtual activity and provide a controlled opportunity for physical activity and exercise in a family environment.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Prevention
盲法
Single (Investigator)

入排标准

年龄范围
10 Years 至 —(Child, Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • Married or common law parents with children between the ages of 10 and 14
  • self-report low family physical activity
  • At least 1 parent is not meeting Canada's Physical Activity Guidelines
  • Target child is not meeting Canada's Physical Activity Guidelines

排除标准

  • Participant is unsafe to participate in physical activity as determined by answers to the Physical Activity Readiness Questionnaire (PAR-Q)

结局指标

主要结局

Children's self-reported adherence

时间窗: Usage log will be filled in for 3 month duration

The primary outcome measure will be children's self-report of adherence to physical activity. Adherence will be assessed with an equipment usage log, which will be filled out each time the child uses either the GameBike or stationary bike. Adherence will be measured using raw attendance scores. Proportion achieved based on the amount prescription will also be calculated.

次要结局

  • Change from baseline in motivation at 6 weeks(baseline & 6 weeks)
  • Change in baseline in self-reported physical activity at 6 weeks(baseline & 6 weeks)
  • Change from baseline in health-related quality of life / psychosocial distress at 3 months(baseline & 3 months)
  • parent's self-reported adherence(Usage log will be filled in for 3 month duration)
  • Change from baseline in physical home environment at 3 months(baseline & 3 months)
  • Change from baseline in depression and anxiety at 3 months(baseline & 3 months)
  • Change from baseline in body composition at 3 months.(baseline & 3 months)
  • Change from baseline in cardiovascular fitness at 3 months(baseline & 3 months)
  • Change from baseline in physical self-perception at 3 months(baseline & 3 months)
  • Change from baseline in motivation at 3 months(baseline & 3 months)
  • Change from baseline in self-reported physical activity at 3 months(baseline & 3 months)

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Ryan Rhodes

Professor

University of Victoria

研究点 (4)

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