A Digital Movement in the World of Inactive Children: Outcomes of Playing Active Video Games in a Pilot Randomized Trial
Trial Snapshot
- Phase
- Not Applicable
- Status
- Completed
- Enrollment
- 106
- Primary Endpoint
- Weight in Kilograms
Study Overview
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.
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
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Prevention
- Masking
- None
Eligibility Criteria
- Ages
- 8 Years to 13 Years (Child)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
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
Outcomes
Primary Outcomes
Weight in Kilograms
Time Frame: 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
Time Frame: 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)"
Time Frame: Baseline, 12 weeks
Body Mass Index calculation of both groups before the games and after the games.
BMI z Score
Time Frame: 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
Time Frame: 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 Outcomes
- 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)
- Self-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)(Baseline, 12 weeks)
- Self-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)(Baseline, 12 weeks)
- Self-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)(Baseline, 12 weeks)
- Self-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)(Baseline, 12 weeks)
- Visual Reaction Times of Dominant Hand by Newtest 1000 Timer(Baseline, 12 weeks)
- Self-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)(Baseline, 12 weeks)
- Enjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF)(After every game during 12 weeks)
- Enjoyment Levels of Genders From Resort Category in the Game Group by Physical Activity(After every game during 12 weeks)
- Enjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group(After every game during 12 weeks)
- Enjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group(After every game during 12 weeks)
- Enjoyment Levels by Physical Activity of Genders From Training Category in the Game Group(After every game during 12 weeks)
Investigators
Dilsad Coknaz
Associate Professor
Abant Izzet Baysal University
