Social Exergaming for Healthy Weight in Adolescent Girls
- Conditions
- Obesity and Physical Inactivity in Adolescents
- Interventions
- Behavioral: Klub Kinect
- Registration Number
- NCT02003963
- Lead Sponsor
- Pennington Biomedical Research Center
- Brief Summary
The purpose is to evaluate the feasibility of a 12-week exergaming dance program for adolescent girls. This study combines dancing, video games, and a full body work-out to test if video games can increase physical activity and promote healthy weight in adolescent girls. We hypothesize that girls who play the dance exergames, versus those in the control group, will lose weight, decrease body fat and visceral fat, improve cardiovascular health, increase physical activity, and improve psychosocial health including self-confidence and quality of life.
- Detailed Description
Klub Kinect will last about 14 weeks for each participant. The program begins with a 3.5 hour clinic visit, the intervention lasts for 12 weeks, and the participant comes in for a final 3.5 hour clinic visit.
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- Female
- Target Recruitment
- 41
- Age 14-18 years old
- Female
- Postmenarchal
- BMI percentile equal to or greater than 85th on the U.S. Centers for Disease Control and Prevention growth chart
- Speak, understand, read, and write English
- Willing to accept randomization
- Pregnant
- Hospitalization for mental illness within the past 5 years.
- Since the focus herein is on ambulatory activities, participants who use wheelchairs or other impairments that prevent normal ambulation will be excluded
- Indication of cardiac abnormality on an electrocardiogram that requires referral to a cardiologist
- Previous history of, or clinical symptoms or signs of, cardiovascular disease, stroke or transient ischemic attacks, chest pain, unusual dyspnea during physical activity/exercise, severe ankle edema, or intermittent claudication.
- Previous history of musculoskeletal injuries or problems causing severe pain during physical activity or exercise which interferes with daily activities.
- Participant has a pacemaker or other implanted medical device (including metal joint replacements).
- Participant is unable to complete all baseline testing (one session) within 1 month prior to the beginning of the intervention
- Medical problems, including epileptic seizures, that prevent video game play
- Family history of epileptic seizures
- Unable to make the commitment of coming to Pennington Biomedical Research Center for 3 weekly gaming sessions for 12 weeks
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Exergame Intervention Klub Kinect Participants randomly assigned to the exergame condition will participate in the intervention condition of "Klub Kinect." Klub Kinect is a 12-week intervention occurring for 90-minute sessions, 3 times per week. During each 90-minute intervention session, adolescents will engage in 60-minute bouts of aerobic gaming. Adolescents attending an exergaming session will attend concurrently.
- Primary Outcome Measures
Name Time Method Change in Body Fat Baseline clinic visit (week 0) and final clinic visit (week 13) Assessed by dual energy x-ray absorptiometry
Change in Resting Systolic Blood Pressure Percentile Baseline clinic visit (week 0) and final clinic visit (week 13) Resting systolic blood pressure percentile
Change in Visceral Adiposity Baseline clinic visit (week 0) and final clinic visit (week 13) Assessed by magnetic resonance imaging
- Secondary Outcome Measures
Name Time Method Change From Baseline in Self-efficacy Towards Exercise on the Self-Efficacy for Healthy Eating and Physical Activity Measure (SE-HEPA) at Week 13 Baseline clinic visit (Week 0) and final clinic visit (Week 13) SE-HEPA is a 13-item self-report survey with items based on a 5-point Likert scale. Possible scores range from 1 (Disagree a Lot) to 5 (Agree a Lot). The items are summed to a total score, and a higher score indicates a higher level of self-efficacy (range: 13 to 65). Results are reported as change scores from baseline.
Feasibility (Adherence) 3 gaming sessions/week for 12 weeks Attendance to exergaming intervention
The Friendship Quality Questionnaire to Measure Change in Peer Support From Baseline to Week 13. Baseline clinic visit (week 0) and final clinic visit (week 13) The outcome is perceived peer conflict from the Friendship Quality Questionnaire, which is a 21-item self-report survey in which the participant answers questions about his or her best friend related to companionship, conflict, help/aid, security, and closeness, on a 5-point Likert scale. The survey is internally consistent, with α ranging from 0.71 to 0.86, and adequate criterion validity across sub-scales. The peer conflict sub-scale includes four questions and ranges from 4 to 20 points. A higher score indicates higher (worse) levels of peer conflict.
Change From Baseline in Health-related Quality of Life Baseline clinic visit (week 0) and final clinic visit (week 13) Self-report instrument to capture health-related quality of life (KIDSCREEN-10 Index). The scale ranges from 5 to 50, with a higher score indicating a better quality of life.
Change in Physical Activity Baseline clinic visit (week 0) and final clinic visit (week 13) Actigraph accelerometer (7-day protocol using waking hours) and self-report instrument
Trial Locations
- Locations (1)
Pennington Biomedical Research Center
🇺🇸Baton Rouge, Louisiana, United States