Health Games Research: Advancing Effectiveness of Interactive Games for Health
Overview
- Phase
- Not Applicable
- Intervention
- Not specified
- Conditions
- Sedentary Lifestyle
- Sponsor
- University of California, San Diego
- Enrollment
- 63
- Locations
- 1
- Primary Endpoint
- Exergame Sustainability as a Measure of Game Play Over a 4-week Period
- Status
- Completed
- Last Updated
- 13 years ago
Overview
Brief Summary
This is a RWJF funded study that will apply behavioral choice theory and learning theory principles to 'map' exergames to determine how behavior change principles influence sustained use of health games by adolescents.
Detailed Description
This research will assess and map four different exergame sports (bowling, boxing, tennis, and a mat/aerobics) games developed by Xavix for behavioral principles and evaluate how those behavior change principles impact game play sustainability. In the first phase of the study, we mapped and coded video games based on behavior contingencies of antecedents to the behavior, the behavior, and consequences to the behavior. Each of the games and subgames will be categorized as hi fidelity and lo fidelity. Field Trial A home visit was scheduled for eligible and interested participants and an accelerometer was send to the participant's home to wear for one week prior to the home visit. Participants were randomized to one of four XaviX sports games: tennis, bowling, boxing, or J-mat. Two research assistants visited the participant's home to complete assent and consent forms, install the game on a television in the home, and give an overview on how to play the game. Participants were given a paper game log and instructed to record time spent playing the XaviX games. Participants were asked to play the exergame for as much or as little as they like for the next 4 weeks. The participant and parent completed a baseline survey during the visit. Participants continued to wear the accelerometer during the first week of exergame play and then returned the accelerometer by mail. During the four weeks of exergame play, participants were contacted by telephone by study staff three times, approximately once a week, to complete short surveys about their game play and attitudes about the exergame, and to address any questions from participants. At week four, participants were mailed an accelerometer and instructed to wear it for seven days. After week four, a second home visit was conducted to collect the game cartridge and system, administer final surveys to the participant and a parent, and distribute the incentive. Participants received $50 for completing all study measurements. Lab Trial In the lab phase, participants that completed the field trial and were randomized to the bowling, boxing, or J-Mat exergames were eligible to participate in the lab trial. During the lab trial, participants will play two subgames (a hi fidelity and a lo fidelity game) from the game that they were randomized to. Participants also completed a relative reinforcing value (RRV) task to assess reinforcing value of Xavix subgames ranked on theoretical fidelity and exertion. The RRV task is a method to measure the responsiveness of individuals to two or more choices. In the context of competing choice options, the RRV task assesses how much work an individual would be willing to do given increasing response effort to gain access to each option.
Investigators
Eligibility Criteria
Inclusion Criteria
- •Are 11 - 15 years
- •Provide assent and have a legal guardian that will participate and provide parental permission/consent
- •Have a functioning telephone and at least one functioning television
Exclusion Criteria
- •Own another exergame in their home (such as a Wii or Dance Dance Revolution game)
Outcomes
Primary Outcomes
Exergame Sustainability as a Measure of Game Play Over a 4-week Period
Time Frame: 4 weeks
The amount of game play over a 4-week period was assessed by a self-report paper game play log on which to record the date, start and end time of game play. Participants also indicated the game mode (e.g. challenge games, tournament) and who, if anyone, they played the game with.
Secondary Outcomes
- Attitudes about Exergames(4 weeks)
- Moderate and Vigorous Physical Activity(4 weeks)
- Self-Report of Sedentary Behavior on non-school days(4 weeks)
- Motivation to Play Exergames(4 weeks)