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Moreno Carbajal PB, Corrales Camargo NE, Espinoza-Gutiérrez R, Calleja-Núñez JJ, Montero-Herrera B, Cerna J, Aburto-Corona JA. Energy Expenditure Validation of an Exergame Platform: Ring Fit Adventure Use in Adults with Overweight and Obesity. Games Health J 2024; 13:288-296. [PMID: 38608212 DOI: 10.1089/g4h.2023.0159] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/14/2024] Open
Abstract
Objective: This study aims at comparing the energy expenditure (EE) and heart rate (HR) data from Ring Fit Adventure (RFA) with those from indirect calorimetry (COSMED) and a heart rate monitor (Polar FT7). A secondary goal is to evaluate self-reported enjoyment and perceived effort levels. Materials and Methods: Thirty participants (age = 21.8 ± 2.2; body mass index = 31.8 ± 4.4) were recruited for two laboratory visits. The first visit involved baseline measurements. In the second visit, participants performed a 55-minute ad libitum exercise session with the RFA in adventure mode with moderate difficulty. During this session, EE, HR, perceived effort, and enjoyment of physical activity were recorded. Results: Although no statistically significant overestimation of EE was found between the RFA and the metabolic cart, two-way analysis of variance results show a main effect of condition (RFA vs. Polar FT7) on HR (122.8 ± 20.1 bpm and 129.0 ± 18.6 bpm; P = 0.007; ᶯp2 = 0.235). Based on comprehensive statistical evaluations, including the mean absolute percent error, intraclass correlations, typical error of measurement, and limits of agreement, the data suggest that the RFA provides reliable estimates for EE and HR. Overall, participants enjoyed the game considerably (71.3 ± 5.9/80 arbitrary units), and their reported perceived exertion was low. Conclusion: This study underscores that the RFA values are relatively accurate and precise, and thus it can be safely suggested for individuals with overweight and obesity to adopt an active lifestyle.
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Affiliation(s)
| | | | - Roberto Espinoza-Gutiérrez
- Sports Faculty, Autonomous University of Baja California, Tijuana, Baja California, México
- Research Group UABC-CA-341 Physical Performance and Health, Human Biosciences Laboratory, Tijuana, Baja California, México
| | - Juan J Calleja-Núñez
- Sports Faculty, Autonomous University of Baja California, Tijuana, Baja California, México
- Research Group UABC-CA-341 Physical Performance and Health, Human Biosciences Laboratory, Tijuana, Baja California, México
| | - Bryan Montero-Herrera
- Department of Kinesiology and Community Health, University of Illinois Urbana-Champaign, Urbana, Illinois, USA
| | - Jonathan Cerna
- Department of Neuroscience, University of Illinois Urbana-Champaign, Urbana, Illinois, USA
| | - Jorge A Aburto-Corona
- Sports Faculty, Autonomous University of Baja California, Tijuana, Baja California, México
- Research Group UABC-CA-341 Physical Performance and Health, Human Biosciences Laboratory, Tijuana, Baja California, México
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Zhang C, Han T, Tan X, Yu C, Li S, Zheng H, Zhu D, Zhang Y, Shen T. Effect of Exergame Intervention on Balance Ability of Adolescents: A Randomized Controlled Trial. Games Health J 2023; 12:249-258. [PMID: 36856487 DOI: 10.1089/g4h.2022.0182] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/02/2023] Open
Abstract
Objective: Balance is a strong indicator of physical development of adolescents, and there is a trend of employing exergame for balance training. However, the effectiveness of exergame specifically designed for balance training on adolescents' balance abilities in various postures remains unclear. Materials and Methods: In this study, an exergame for balance training was developed with Kinect and a randomized controlled trial was conducted to assess its effect on balance ability development. Thirty-two healthy adolescents (age: 11.44 ± 0.51) were recruited to participate in an 8-week trial and randomly allocated to an exergame group (N = 16) or control group (N = 16). Results: The static balance test in the eagle stance posture and the dynamic balance test using the Y-Balance Test were both conducted before and after the intervention. From the results of Mann-Whitney U test, the intervention group presented greater improvement during the eagle stance test with eyes closed than the control group with P = 0.009 and P = 0.03 in left and right leg, respectively. The intervention group also showed a more significant improvement in dynamic balance (P = 0.002), which was reflected by the higher increase of composite scores. Furthermore, the balance ability when standing with nondominant leg or eyes closed, both presented higher improvements than standing with dominant leg or eyes opened, respectively. Moreover, 75% participants reported high interest and 87.5% participants expressed high engagement with exergame (score ≥4) using 5-score scale questionnaire. Conclusion: The proposed exergame for balance training could potentially promote balance training and serve as an educational tool for healthy adolescents to enhance their balance abilities.
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Affiliation(s)
- Chenqi Zhang
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Ting Han
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Xinyang Tan
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Cong Yu
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Shuo Li
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Hongtao Zheng
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Dian Zhu
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Yahui Zhang
- School of Design, Shanghai Jiao Tong University, Shanghai, China
| | - Tianjia Shen
- School of Design, Shanghai Jiao Tong University, Shanghai, China
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Röglin L, Stoll O, Ketelhut K, Martin-Niedecken AL, Ketelhut S. Evaluating Changes in Perceived Enjoyment throughout a 12-Week School-Based Exergaming Intervention. CHILDREN (BASEL, SWITZERLAND) 2023; 10:children10010144. [PMID: 36670694 PMCID: PMC9856556 DOI: 10.3390/children10010144] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/22/2022] [Revised: 01/07/2023] [Accepted: 01/09/2023] [Indexed: 01/13/2023]
Abstract
This study assessed whether a high-intensity exergame represents an enjoyable training tool for children in the elementary school setting. Furthermore, it evaluated whether gender, body mass index (BMI), waist-to-height ratio (WHtR), fitness level, weekly physical activity level, and general interest in sports moderate perceived enjoyment during the 12-week intervention. Thirty fifth- and sixth-grade students (10.5 ± 0.7 years; 50% girls) participated in this study. During baseline assessments, anthropometric measurements and a shuttle run test were conducted. Throughout the intervention period, the students participated in 15−20-min exergaming sessions (ES) in the ExerCube twice a week during school hours. Enjoyment was assessed after an ES in weeks 2 and 12. Additionally, enjoyment was evaluated after a physical education (PE) class in week 2. The results reveal no significant changes in enjoyment (p = 0.164) over time. The modest changes over time were significantly affected by BMI (p = 0.027), WHtR (p = 0.007), and weekly activity level (p = 0.016). Compared to the PE class, enjoyment was significantly higher during the ES (p < 0.001). None of the covariates showed a significant effect. Mean HR during the ES reached 87.1 ± 1.9% of students’ individual maximum HR. In conclusion, the ExerCube provides a promising tool for schools to promote enjoyable moderate-to-vigorous physical activity.
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Affiliation(s)
- Lisa Röglin
- Institute of Sport Science, Martin-Luther-University Halle-Wittenberg, 06108 Halle (Saale), Germany
- Correspondence: (L.R.); (S.K.)
| | - Oliver Stoll
- Institute of Sport Science, Martin-Luther-University Halle-Wittenberg, 06108 Halle (Saale), Germany
| | - Kerstin Ketelhut
- Department of Medical Education and Health, MSB Medical School Berlin, 14197 Berlin, Germany
| | | | - Sascha Ketelhut
- Institute of Sport Science, University of Bern, 3012 Bern, Switzerland
- Correspondence: (L.R.); (S.K.)
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Olyaei G, Khanmohammadi R, Talebian S, Hadian MR, Bagheri H, Najafi M. The effect of exergaming on cognition and brain activity in older adults: A motor- related cortical potential study. Physiol Behav 2022; 255:113941. [PMID: 35963295 DOI: 10.1016/j.physbeh.2022.113941] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/18/2021] [Revised: 07/05/2022] [Accepted: 08/04/2022] [Indexed: 11/24/2022]
Abstract
Exergames have positive effects on various cognitive domains. However, to the best of our knowledge, not only have few studies investigated the exergame-induced brain changes, but also in most of them, preparatory brain activity has not been considered. Preparatory brain activity is a particularly relevant aspect for investigating the interaction between cognitive and sensorimotor functions in the brain. Accordingly, the aim of this study was to investigate the effects of an exergame protocol versus traditional motor-cognitive dual-task training on the cognition and proactive components of movement-related cortical potential. A total of 52 older adults were randomly assigned to the intervention (exergame training) and the control group (motor-cognitive dual-task training). The outcome measurements were neurophysiological data (i.e., the amplitude of the late contingent negative variation [CNV], and alpha/beta event-related desynchronization [ERD]), and neuropsychological data (rate-correct score [RCS] in go/no go task and trail-making test [TMT]). The results revealed that both groups had a decreased late CNV, and alpha/ beta ERD in post-training compared to pre-training in Cz and C3 channels. Moreover, both groups had an increased RCS and a decreased TMT-A in post-training compared to pre-training. However, for TMT-B, the results indicated a significant interaction in favor of the exergame group. These findings indicate that in older adults, both interventions may result in increasing inhibitory control, information processing speed, and preparatory brain activity. However, for cognitive flexibility, exergame has an additional effect relative to the control group.
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Affiliation(s)
- Gholamreza Olyaei
- Physical Therapy Department, Tehran University of Medical Sciences, Tehran, Iran
| | - Roya Khanmohammadi
- Physical Therapy Department, Tehran University of Medical Sciences, Tehran, Iran.
| | - Saeed Talebian
- Physical Therapy Department, Tehran University of Medical Sciences, Tehran, Iran
| | - Mohammad Reza Hadian
- Physical Therapy Department, Tehran University of Medical Sciences, Tehran, Iran
| | - Hossein Bagheri
- Physical Therapy Department, Tehran University of Medical Sciences, Tehran, Iran
| | - Marzieyh Najafi
- Physical Therapy Department, Tehran University of Medical Sciences, Tehran, Iran
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Participation in Sports Activities before and after the Outbreak of COVID-19: Analysis of Data from the 2020 Korea National Sports Participation Survey. Healthcare (Basel) 2022; 10:healthcare10010122. [PMID: 35052286 PMCID: PMC8775669 DOI: 10.3390/healthcare10010122] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2021] [Revised: 12/23/2021] [Accepted: 01/05/2022] [Indexed: 11/17/2022] Open
Abstract
The present study aimed to describe the characteristics and rate of participation in sports activities, changes in sports, and the causes of these changes before and after the COVID-19 out-break in Korea using data from the 2020 Korea National Sports Participation Survey (KNSPS). Furthermore, evidence from this study could be used as basic data to maintain and promote sports activities given the current situation, in which the continued spread of infectious diseases, such as COVID-19, is likely. The KNSPS is an annual survey of subjective health and fitness, sports activities and conditions, and participation in sports activities, conducted among a sample comprising the entire Korean population. The current study analyzed data for 9000 participants, and descriptive statistical analysis was performed to calculate the frequency of each item and sample weight. The rate of regular participation in sports activities at least once a week was found to be 60.10% in 2020, representing a decrease of 6.48% from the rate observed in 2019. Among the types of sports facilities frequently used within the residential area, the most common facilities were private sports facilities (22.97%), other sports facilities (20.60%), and public sports facilities (18.97%), although the utilization rate for other sports facilities increased after the COVID-19 outbreak. After the COVID-19 outbreak, 34.12% of men and 29.72% of women responded that there had been a change in their participation in regular sports activities. Both before and after the COVID-19 outbreak, walking was the most common activity, although the participation rate increased from 29.23% in 2019 to 35.70% in 2020. The rankings and participation rates for indoor sports activities (bodybuilding, swimming, etc.) tended to decrease, while those for outdoor sports activities (climbing, cycling, etc.) tended to increase. These changes may be explained in part by the increasing concern regarding infection with increasing age, except among teenagers, and by economic factors. While participation in physical activity provides numerous health benefits, the COVID-19 pandemic has had a negative impact on regular participation in sports activities. The results of this survey suggest that government action is required to enhance participation in sports activities, even in the face of a pandemic.
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Play vs exergaming: A conceptual Analysis as to why exergaming is not play. TURKISH JOURNAL OF KINESIOLOGY 2021. [DOI: 10.31459/turkjkin.1015139] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/26/2022] Open
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Ketelhut S, Röglin L, Kircher E, Martin-Niedecken A, Ketelhut R, Hottenrott K, Ketelhut K. The New Way to Exercise? Evaluating an Innovative Heart-rate-controlled Exergame. Int J Sports Med 2021; 43:77-82. [PMID: 34255326 DOI: 10.1055/a-1520-4742] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/21/2022]
Abstract
Exergames may offer novel opportunities to expand physical activity. Most games, however, only result in low to moderate-intensity activities that are too low to allow relevant physical adjustments. In the present study, the exercise intensity of a new, heart rate controlled, functional fitness game was assessed. 28 subjects (aged 24.8±3.8 yrs; 46% female; BMI 23.2±2.3 kg/m2) were enrolled in this study. VO2max and maximal heart rate (HRmax) were assessed during a maximal graded exercise test on a treadmill and compared with the oxygen consumption (VO2) and heart rate (HR) during a game in the ExerCube.In the ExerCube, the subjects reached a peak HR of 187.43±9.22 bpm, which corresponds to 96.57±3.64% of their HRmax. The mean HR throughout the game was 167.11±10.94 bpm, corresponding to 86.07±4.33% of HRmax. VO2peak reached 41.57±5.09 ml/kg/min during the game in the ExerCube, which corresponds to 84.75±7.52% of VO2max. The mean VO2 consumption during the game reached 32.39±4.04 ml/kg/min, which corresponds to 66.01±5.09% of VO2max. The ExerCube provides a form of vigorous physical exercise. Due to its playful, immersive, and motivating nature, the ExerCube seems to be a promising tool to facilitate physical activity.
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Affiliation(s)
- Sascha Ketelhut
- Institute of Sport Science, Martin-Luther-University Halle-Wittenberg, Halle, Germany
| | - Lisa Röglin
- Institute of Sport Science, Martin-Luther-University Halle-Wittenberg, Halle, Germany
| | - Eva Kircher
- Internal Medicine, Charité Medical Faculty Berlin, Berlin, Germany
| | | | - Reinhard Ketelhut
- Internal Medicine, Charité Medical Faculty Berlin, Berlin, Germany.,Cardiology - Sports Medicine, Medical Center Berlin, Berlin, Germany
| | - Kuno Hottenrott
- Institute of Sport Science, Martin-Luther-University Halle-Wittenberg, Halle, Germany
| | - Kerstin Ketelhut
- Natural Sciences, MSB Medical School Berlin GmbH, Berlin, Germany
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8
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Budzynski-Seymour E, Jones M, Steele J. Can Earth's Mightiest Heroes Help Children Be Physically Active? Exploring the Immersive Qualities of Les Mills' and Marvel's "Move Like the Avengers" Video. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18137184. [PMID: 34281123 PMCID: PMC8297020 DOI: 10.3390/ijerph18137184] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/29/2021] [Revised: 06/25/2021] [Accepted: 06/29/2021] [Indexed: 11/16/2022]
Abstract
There have been calls for more enjoyable Physical Activity (PA) interventions which focus on ensuring a positive affective response. This study explored how using a narrative, characters, and music in a video-led PA session might influence the sense of immersion and impact the affective response. One hundred and thirty-six participants (boys n = 65, girls n = 71) were recruited, 85% aged between 7 and 11 years old. Participants completed the "Move Like the Avengers" PA video created by Les Mills and Marvel, then complete a survey answering questions on their post activity affective responses, and the use of immersive elements. Positive average affective responses were found (valence mean score: 3.6 ± 2.2, arousal mean score: 5.1 ± 1.0). Analysis revealed the narrative with characters indirectly mediate the valence response through creating a sense of immersion (βstd = 0.122 [95%CI 0.013 to 0.231]; p = 0.012). Musical elements had both a direct (βstd = 0.449 [95%CI 0.264 to 0.634]; p < 0.001), and an indirect (βstd = 0.122 [95%CI 0.014 to 0.229]; p = 0.011) effect upon valence and a direct effect upon arousal (βstd = 0.244 [95%CI 0.006 to 0.482]; p = 0.021). These promising results provide justification for future research into children's immersive PA.
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Affiliation(s)
- Emily Budzynski-Seymour
- Faculty of Sport Health and Social Sciences, Solent University, Southampton SO14 0YN, Hampshire, UK;
- Correspondence:
| | - Michelle Jones
- Sport, Physical Education and Coaching, Plymouth Marjon University, Plymouth PL6 8BH, Devon, UK;
| | - James Steele
- Faculty of Sport Health and Social Sciences, Solent University, Southampton SO14 0YN, Hampshire, UK;
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How Do Location-Based Augmented Reality Games Improve Physical and Mental Health? Evaluating the Meanings and Values of Pokémon Go Users' Experiences through the Means-End Chain Theory. Healthcare (Basel) 2021; 9:healthcare9070794. [PMID: 34202879 PMCID: PMC8303826 DOI: 10.3390/healthcare9070794] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/12/2021] [Revised: 06/12/2021] [Accepted: 06/23/2021] [Indexed: 12/03/2022] Open
Abstract
New technology has dramatically changed online games and blurred the boundary between active and passive activities. This study aims to explore the meanings and values of augmented reality online games by examining users’ Pokémon Go experiences through the means-end chain theory. Using data from interviews with 34 Pokémon Go users, this study adopts the soft laddering method to identify Pokémon Go’s potential attributes, consequences, and values, and to construct a hierarchical value map. The results indicated that Pokémon Go users pursue social relationships through play, and these relationships are triggered by the benefits of making new friends, maintaining current relationships with friends and family, and the attributes of prevalence, childhood memory, game design, and augmented reality. Subsequently, this study describes how Pokémon Go can be considered an active leisure activity because of its social, mental, and physical benefits and assesses the implications of its findings.
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Parker K, Uddin R, Ridgers ND, Brown H, Veitch J, Salmon J, Timperio A, Sahlqvist S, Cassar S, Toffoletti K, Maddison R, Arundell L. The Use of Digital Platforms for Adults' and Adolescents' Physical Activity During the COVID-19 Pandemic (Our Life at Home): Survey Study. J Med Internet Res 2021; 23:e23389. [PMID: 33481759 PMCID: PMC7857525 DOI: 10.2196/23389] [Citation(s) in RCA: 83] [Impact Index Per Article: 27.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2020] [Revised: 10/12/2020] [Accepted: 12/14/2020] [Indexed: 02/07/2023] Open
Abstract
BACKGROUND Government responses to managing the COVID-19 pandemic may have impacted the way individuals were able to engage in physical activity. Digital platforms are a promising way to support physical activity levels and may have provided an alternative for people to maintain their activity while at home. OBJECTIVE This study aimed to examine associations between the use of digital platforms and adherence to the physical activity guidelines among Australian adults and adolescents during the COVID-19 stay-at-home restrictions in April and May 2020. METHODS A national online survey was distributed in May 2020. Participants included 1188 adults (mean age 37.4 years, SD 15.1; 980/1188, 82.5% female) and 963 adolescents (mean age 16.2 years, SD 1.2; 685/963, 71.1% female). Participants reported demographic characteristics, use of digital platforms for physical activity over the previous month, and adherence to moderate- to vigorous-intensity physical activity (MVPA) and muscle-strengthening exercise (MSE) guidelines. Multilevel logistic regression models examined differences in guideline adherence between those who used digital platforms (ie, users) to support their physical activity compared to those who did not (ie, nonusers). RESULTS Digital platforms include streaming services for exercise (eg, YouTube, Instagram, and Facebook); subscriber fitness programs, via an app or online (eg, Centr and MyFitnessPal); facilitated online live or recorded classes, via platforms such as Zoom (eg, dance, sport training, and fitness class); sport- or activity-specific apps designed by sporting organizations for participants to keep up their skills (eg, TeamBuildr); active electronic games (eg, Xbox Kinect); and/or online or digital training or racing platforms (eg, Zwift, FullGaz, and Rouvy). Overall, 39.5% (469/1188) of adults and 26.5% (255/963) of adolescents reported using digital platforms for physical activity. Among adults, MVPA (odds ratio [OR] 2.0, 95% CI 1.5-2.7), MSE (OR 3.3, 95% CI 2.5-4.5), and combined (OR 2.7, 95% CI 2.0-3.8) guideline adherence were higher among digital platform users relative to nonusers. Adolescents' MVPA (OR 2.4, 95% CI 1.3-4.3), MSE (OR 3.1, 95% CI 2.1-4.4), and combined (OR 4.3, 95% CI 2.1-9.0) guideline adherence were also higher among users of digital platforms relative to nonusers. CONCLUSIONS Digital platform users were more likely than nonusers to meet MVPA and MSE guidelines during the COVID-19 stay-at-home restrictions in April and May 2020. Digital platforms may play a critical role in helping to support physical activity engagement when access to facilities or opportunities for physical activity outside the home are restricted.
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Affiliation(s)
- Kate Parker
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Riaz Uddin
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Nicola D Ridgers
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Helen Brown
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Jenny Veitch
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Jo Salmon
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Anna Timperio
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Shannon Sahlqvist
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Samuel Cassar
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Kim Toffoletti
- School of Humanities and Social Sciences, Faculty of Arts and Education, Deakin University, Burwood, Australia
| | - Ralph Maddison
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
| | - Lauren Arundell
- Institute for Physical Activity and Nutrition, Deakin University, Geelong, Australia
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11
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Andrade A, da Cruz WM, Correia CK, Santos ALG, Bevilacqua GG. Effect of practice exergames on the mood states and self-esteem of elementary school boys and girls during physical education classes: A cluster-randomized controlled natural experiment. PLoS One 2020; 15:e0232392. [PMID: 32502164 PMCID: PMC7274370 DOI: 10.1371/journal.pone.0232392] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/22/2019] [Accepted: 04/07/2020] [Indexed: 12/14/2022] Open
Abstract
Reduced physical exercise can impact children's mental health. Use of active electronic games can help promote psychological health. Physical education (PE class) uses different resources, methods, and contents to promote student health. We investigated the effect of exergames on the mood and self-esteem of children and compare it that of with traditional PE classes. From a sample of 213 children (7-11 years old), 140 from 10 classes of the fourth and fifth grades of elementary school (59 boys, 81 girls; mean age 9.41±0.48 years), allocated to an experimental group (EG; n = 68; five clusters) and a PE group (PE; n = 72; five clusters), participated in this experimental controlled study. The EG practiced exergames during three 40-minute classes, and the PE group held three routine curricular PE classes. Brunel's Mood Scale and Rosenberg's Self-Esteem Scale were applied. Repeated measures ANOVA identified differences between sexes and groups. The main results of the EG demonstrated reduced tension in girls (p <0.05; ES: 0.62; 95% CI: 0.17-1.05). Regarding sex comparisons, anger was lower in girls (F: 4.57; p <0.05; ES: 0.61; 95% CI: 0.11-1.11) in the EG. Vigor was higher in girls in the EG than in those in the PE group (F: 5.46; p <0.05; ES: 0.56; 95% CI: 0.12-1.01). The main results of the PE group indicated increased self-esteem in boys (p <0.05; ES: 0.58; 95% CI: 0.08-1.07) and reduction of girls' mental confusion (p <0.05; ES 0.58; 95% CI 0.15-1.06). Thus, exergames impact boys' and girls' self-esteem and mood, as well as traditional physical education classes. Further study on exergames in schools is essential, with long-term effects on physical and mental health. Exergames bring interesting, varied content, technology, and innovation that can increase the attractiveness of physical education.
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Affiliation(s)
- Alexandro Andrade
- Laboratory of Sport and Exercise Psychology, Santa Catarina State University, Florianópolis, Brazil
- * E-mail:
| | | | - Clara Knierim Correia
- Laboratory of Aquatic Biomechanics, Santa Catarina State University, Florianópolis, Brazil
| | - Ana Luiza Goya Santos
- Laboratory of Sport and Exercise Psychology, Santa Catarina State University, Florianópolis, Brazil
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12
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Roure C, Pasco D, Benoît N, Deldicque L. Impact of a Design-Based Bike Exergame on Young Adults' Physical Activity Metrics and Situational Interest. RESEARCH QUARTERLY FOR EXERCISE AND SPORT 2020; 91:309-315. [PMID: 31718499 DOI: 10.1080/02701367.2019.1665621] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/28/2019] [Accepted: 09/05/2019] [Indexed: 06/10/2023]
Abstract
Purpose: Despite the benefits of commercial exergames, in the practical application, players might not be spending sufficient time in physical activity levels compatible with health outcomes. We adopted a design-based exergame approach to build a bike exergame called Greedy Rabbit. The purpose of this study was to identify the impact of Greedy Rabbit on players' physical activity metrics and situational interest. Method: Sixty undergraduate students were assigned to two groups: an experimental group playing Greedy Rabbit (N = 41) and a control group playing a placebo version of Greedy Rabbit (N = 19). The physical activity metrics measured were maximum oxygen consumption, heart rate and cadence. Results: The experimental group reported higher scores for all physical activity metrics and for two dimensions of situational interest (instant enjoyment and attention demand). Furthermore, the physical activity metrics increased more during the exergame for the experimental group, reaching the standard guidelines for vigorous physical activity. Conclusion: This study demonstrated that a design-based bike exergame might be a good option to enhance players' health-related physical activity outcomes and situational interest.
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Soltani P, Figueiredo P, Vilas-Boas JP. Does exergaming drive future physical activity and sport intentions? J Health Psychol 2020; 26:2173-2185. [PMID: 32114831 DOI: 10.1177/1359105320909866] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/05/2023] Open
Abstract
We studied how usability and playability of sport exergames affect future intentions of participation in physical activity or actual sport. We employed questionnaires to measure participants' enjoyment, usability, game-experience, and future intentions of physical activity and real sport. We compared the outcomes based on players' gender, previous real-swimming, and exergame experience. Psychological parameters were not different between groups but players without exergame experience enjoyed the game more. Physical activity intentions increased for all participants but not swimming intentions. The limitations of current gaming systems and their effects on players' gaming experience and intentions are discussed.
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Affiliation(s)
- Pooya Soltani
- Centre of Research, Education, Innovation and Intervention in Sport (CIFI2D), Porto Biomechanics Laboratory (LABIOMEP), University of Porto, Portugal.,Etienne-Jules Marey Institute of Movement Sciences, Aix-Marseille University, France.,Assistive Technologies Innovation Centre (ATiC), University of Wales Trinity Saint David, UK.,Department of Physical Education and Sport Sciences, School of Education and Psychology, Shiraz University, Iran
| | - Pedro Figueiredo
- Portuguese Football School, Portuguese Football Federation, Portugal.,Research Center in Sports Sciences, Health Sciences and Human Development, CIDESD, University Institute of Maia, ISMAI, Portugal
| | - João Paulo Vilas-Boas
- Centre of Research, Education, Innovation and Intervention in Sport (CIFID), Porto Biomechanics Laboratory (LABIOMEP), University of Porto, Portugal
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Edney SM, Olds TS, Ryan JC, Vandelanotte C, Plotnikoff RC, Curtis RG, Maher CA. A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT. Am J Prev Med 2020; 58:e51-e62. [PMID: 31959326 DOI: 10.1016/j.amepre.2019.09.009] [Citation(s) in RCA: 30] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/07/2019] [Revised: 09/10/2019] [Accepted: 09/11/2019] [Indexed: 01/15/2023]
Abstract
INTRODUCTION Appealing approaches to increasing physical activity levels are needed. This study evaluated whether a social and gamified smartphone app (Active Team) could be one such approach. STUDY DESIGN A 3-group cluster RCT compared the efficacy of Active Team with a basic self-monitoring app and waitlist control group. SETTING/PARTICIPANTS Australian adults (N=444, mean age of 41 years, 74% female) were recruited in teams (n=121) and randomly assigned (1:1:1) to the Active Team (n=141, 39 teams), self-monitoring app (n=160, 42 teams), or waitlist group (n=143, 40 teams). Data were collected in 2016-2017, and analysis was conducted in 2018-2019. INTERVENTION Active Team is a 100-day app-based, gamified, online social networking physical activity intervention. MAIN OUTCOME MEASURES The primary outcome was change in objective physical activity from baseline to 3-month follow-up. Secondary outcomes included objective physical activity at 9 months and self-reported physical activity, quality of life, depression, anxiety and stress, well-being, and engagement. RESULTS Mixed models indicated no significant differences in objective physical activity between groups at 3 (F=0.17, p=0.84; Cohen's d=0.03, 95% CI= -0.21, 0.26) or 9 months (F=0.23, p=0.92; d=0.06, 95% CI= -0.17, 0.29) and no significant differences for secondary outcomes of quality of life, depression, anxiety and stress, or well-being. Self-reported moderate-to-vigorous physical activity was significantly higher in the Active Team group at the 9-month follow-up (F=3.05, p=0.02; d=0.50, 95% CI=0.26, 0.73). Engagement was high; the Active Team group logged steps on an average of 72 (SD=35) days and used the social and gamified features an average of 89 (SD=118) times. CONCLUSIONS A gamified, online social networking physical activity intervention did not change objective moderate-to-vigorous physical activity, though it did increase self-reported moderate-to-vigorous physical activity and achieve high levels of engagement. Future work is needed to understand if gamification, online social networks, and app-based approaches can be leveraged to achieve positive behavior change. TRIAL REGISTRATION This study is registered at Australian and New Zealand Clinical Trial Registry (protocol: ANZCTR12617000113358).
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Affiliation(s)
- Sarah M Edney
- Alliance for Research in Exercise, Nutrition and Activity, School of Health Sciences, University of South Australia, Adelaide, South Australia, Australia.
| | - Tim S Olds
- Alliance for Research in Exercise, Nutrition and Activity, School of Health Sciences, University of South Australia, Adelaide, South Australia, Australia
| | - Jillian C Ryan
- Health and Biosecurity, Commonwealth Scientific and Industrial Research Organization, Adelaide, South Australia, Australia
| | - Corneel Vandelanotte
- Institute for Health and Social Science Research, Central Queensland University, Rockhampton, Queensland, Australia
| | - Ronald C Plotnikoff
- Priority Research Centre for Physical Activity and Nutrition, University of Newcastle, Newcastle, New South Wales, Australia
| | - Rachel G Curtis
- Alliance for Research in Exercise, Nutrition and Activity, School of Health Sciences, University of South Australia, Adelaide, South Australia, Australia
| | - Carol A Maher
- Alliance for Research in Exercise, Nutrition and Activity, School of Health Sciences, University of South Australia, Adelaide, South Australia, Australia
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Yuksel HS, Şahin FN, Maksimovic N, Drid P, Bianco A. School-Based Intervention Programs for Preventing Obesity and Promoting Physical Activity and Fitness: A Systematic Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:E347. [PMID: 31947891 PMCID: PMC6981629 DOI: 10.3390/ijerph17010347] [Citation(s) in RCA: 82] [Impact Index Per Article: 20.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/07/2019] [Revised: 12/16/2019] [Accepted: 12/23/2019] [Indexed: 01/08/2023]
Abstract
With the significant decrease in physical activity rates, the importance of intervention programs in the schools, where children spend a significant part of the day, has become indisputable. The purpose of this review is to systematically examine the possibility of school-based interventions on promoting physical activity and physical fitness as well as preventing obesity. A systematic approach adopting PRISMA statement was implemented in this study. Three different databases (2010-2019) were screened and primary and secondary school-based intervention programs measuring at least one variable of obesity, physical activity, or physical fitness were included. The risk of bias was assessed using the validated quality assessment tool for quantitative studies. Among 395 potentially related studies, 19 studies were found to meet the eligibility criteria. A general look at the studies examined reveals that among the outcomes, of which most (18/19) were examined, a significant improvement was provided in at least one of them. When the program details are examined, it can be said that the success rate of the physical activity-oriented programs is higher in all variables. School-based interventions can have important potential for obesity prevention and promotion of physical activity and fitness if they focus more on the content, quality, duration and priority of the physical activity.
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Affiliation(s)
| | - Fatma Neşe Şahin
- Faculty of Sport Sciences, Ankara University, 06830 Ankara, Turkey
| | - Nebojsa Maksimovic
- Faculty of Sport and Physical Education, University of Novi Sad, 21000 Novi Sad, Serbia
| | - Patrik Drid
- Faculty of Sport and Physical Education, University of Novi Sad, 21000 Novi Sad, Serbia
| | - Antonino Bianco
- Department of Psychology, Educational Science and Human Movement, University of Palermo, 90144 Palermo, Italy
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Ufholz K, Flack KD, Johnson L, Roemmich JN. Active Videogames to Promote Traditional Active Play: Increasing the Reinforcing Value of Active Play Among Low-Active Children. Games Health J 2019; 9:208-214. [PMID: 31800323 DOI: 10.1089/g4h.2019.0040] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/28/2022] Open
Abstract
Background: Exercise reinforcement predicts physical activity of children. Repeated exposures of physical activity may increase physical activity reinforcement (incentive sensitization). Active videogame (AVG) play produces light-to-moderate-intensity physical activity. Ideally, AVG play would transition to nonscreen-based active play through incentive sensitization of traditional active play (TAP), providing AVG does not increase sedentary videogame (SVG) reinforcement. Greater autonomy increases motivation toward traditional physical activity, but whether autonomy enhances incentive sensitization has not been studied. Objectives: To determine whether autonomy over AVG play promotes incentive sensitization of TAP or SVG. Methods: Inactive children (ages 8-12; 5th-97th body mass index percentile) were provided with AVG and SVG for 6 weeks and assigned to either a high autonomy (n = 25) or low autonomy (n = 24) group, differentiated by AVG choice and more freedom over amount of play. Both groups played AVG 3 days per week. SVG were played ad libitum. Participants completed an operant responding task to measure the relative reinforcing value (RRV) of AVG versus SVG (RRVAVG vs. SVG) and AVG versus TAP (RRVAVG vs. TAP) at baseline, 6 weeks, and 10 weeks. Results: RRVAVG vs. SVG increased over time (P = 0.056) but did not differ by autonomy or autonomy × time (P = 0.184). RRVAVG vs. TAP decreased over time (P = 0.033) but did not differ by autonomy or autonomy × time (P = 0.73). Conclusion: AVG play does not increase motivation toward SVG and increases motivation to play AVG relative to TAP. Providing higher autonomy did not promote incentive sensitization of play.
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Affiliation(s)
- Kelsey Ufholz
- United States Department of Agriculture, Agricultural Research Service, Grand Forks, North Dakota
| | - Kyle D Flack
- United States Department of Agriculture, Agricultural Research Service, Grand Forks, North Dakota
- Department of Dietetics and Human Nutrition, University of Kentucky, Lexington, Kentucky
| | - LuAnn Johnson
- United States Department of Agriculture, Agricultural Research Service, Grand Forks, North Dakota
| | - James N Roemmich
- United States Department of Agriculture, Agricultural Research Service, Grand Forks, North Dakota
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Kari T, Salo M, Frank L. Role of situational context in use continuance after critical exergaming incidents. INFORMATION SYSTEMS JOURNAL 2019. [DOI: 10.1111/isj.12273] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
Affiliation(s)
- Tuomas Kari
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
| | - Markus Salo
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
| | - Lauri Frank
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
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Emerging Technology in Promoting Physical Activity and Health: Challenges and Opportunities. J Clin Med 2019; 8:jcm8111830. [PMID: 31683951 PMCID: PMC6912378 DOI: 10.3390/jcm8111830] [Citation(s) in RCA: 31] [Impact Index Per Article: 6.2] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2019] [Accepted: 10/30/2019] [Indexed: 12/13/2022] Open
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Ye S, Pope ZC, Lee JE, Gao Z. Effects of School-Based Exergaming on Urban Children's Physical Activity and Cardiorespiratory Fitness: A Quasi-Experimental Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 16:ijerph16214080. [PMID: 31652857 PMCID: PMC6862233 DOI: 10.3390/ijerph16214080] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 09/18/2019] [Revised: 10/22/2019] [Accepted: 10/23/2019] [Indexed: 01/08/2023]
Abstract
Background: Modern-day technology is appealing to children. Few studies, however, have conducted longitudinal analyses of a school-based exergaming program’s effect on physical activity (PA) behaviors and fitness in children. Therefore, this study examined the longitudinal effect of an 8-month school-based exergaming intervention on children’s objectively-measured PA and cardiorespiratory fitness (CRF). Materials and Methods: Eighty-one fourth grade students (X¯age = 9.23 ± 0.62; 39 girls; 54.3% African American, 30.9% Non-Hispanic White, 14.8% other) participated in this study from 2014–2015. The intervention school’s children participated in a once-weekly 50-min exergaming intervention during recess throughout the school year, while the control school continued regular recess. Children’s in-school PA and sedentary behavior (SB) were measured with ActiGraphGT3X+ accelerometers, with CRF assessed via the half-mile run. All measurements were taken at baseline, mid-intervention (four months) and post-intervention (eight months). Repeated-measures two-way ANCOVAs using age and race as covariates were conducted to examine between-school differences over time for SB, light PA (LPA), moderate-to-vigorous PA (MVPA), and CRF. Results: Significant time by group interactions were observed for LPA, F(1, 79) = 7.82, η2 = 0.09, p < 0.01, and MVPA, F(1, 79) = 4.58, η2 = 0.06, p < 0.05, as LPA increased among the control group, while MVPA increased among intervention group. Children in both groups experienced decreased SB during the intervention (intervention: −7.63 min; control: −17.59 min), but demonstrated lower CRF over time (intervention: +46.73 s; control: +61.60 s). Conclusions: Observations suggested that school-based exergaming implementation may be effective in increasing children’s MVPA and decreasing their SB over the course an academic year (i.e., ~eight months). More research is needed, however, to discern how modifications to school-based exergaming might also promote improved CRF in children.
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Affiliation(s)
- Sunyue Ye
- Institute of Child Development, Jiaxing University, Jiaxing 314000, Zhejiang, China.
| | - Zachary C Pope
- School of Public Health, University of Minnesota, Minneapolis, MN 55455, USA.
| | - Jung Eun Lee
- Department of Applied Human Sciences, University of Minnesota, Duluth, MN 55812, USA.
| | - Zan Gao
- School of Kinesiology, University of Minnesota, Minneapolis, MN 55455, USA.
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20
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Home-Based Exergaming on Preschoolers' Energy Expenditure, Cardiovascular Fitness, Body Mass Index and Cognitive Flexibility: A Randomized Controlled Trial. J Clin Med 2019; 8:jcm8101745. [PMID: 31640158 PMCID: PMC6832462 DOI: 10.3390/jcm8101745] [Citation(s) in RCA: 34] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2019] [Revised: 10/12/2019] [Accepted: 10/18/2019] [Indexed: 12/15/2022] Open
Abstract
PURPOSE The effects of exergaming-based physical activity (PA) interventions on preschoolers' health outcomes and cognition remain largely unexplored. Therefore, we conducted a randomized controlled trial to discern the effectiveness of a home-based educational exergaming intervention on preschoolers' energy expenditure, fitness, body mass index, and cognition. METHODS Participants were 32 preschoolers (16 girls; 59.4% Asian; Mage = 4.72, SD = ±0.73) recruited from the Twin Cities area in Minnesota. During baseline testing, we measured preschooler's daily energy expenditure (EE), cardiovascular fitness, body mass index, and cognitive flexibility using validated instruments. Participants were then randomly assigned to one of two conditions: (1) the exergaming intervention condition; or (2) control condition. The intervention program requested children participate in home-based educational exergaming using the LeapTV gaming console for at least 30 min/session 5 times/week. The control condition asked children to maintain regular PA patterns without any exergaming gameplay. Each condition lasted 12 weeks. We conducted identical outcome assessments for all children at baseline and post-intervention. RESULTS Analysis of covariance with repeated measures yielded significant time x group interaction effects for cognitive flexibility, Wilks' Lambda = 0.81, F(1, 29) = 6.98, p = 0.01, η2 = 0.19, suggesting children in the exergaming group demonstrated significantly greater increases in cognitive flexibility as compared to those in the control group over time. There were no significant differences for time x group changes between the two groups for EE, Wilks' Lambda = 0.92, F(1, 29) = 2.29, p = 0.14, η2 = 0.08; cardiovascular fitness, Wilks' Lambda = 0.96, F(1, 29) = 1.07, p = 0.31, η2 = 0.04; and BMI, Wilks' Lambda = 0.99, F(1, 29) = 0.05, p = 0.82, η2 = 0.01. However, our data did suggest a marginal effect of time for EE, Wilks' Lambda = 0.89, F(1, 29) = 3.26, p = 0.08, η2 = 0.08, indicating that children's daily EE increased from baseline to post-intervention. CONCLUSIONS Home-based educational exergaming may positively impact cognitive flexibility in preschoolers. Studies with larger sample sizes in multiple geographic locations are needed, with our study suggesting a longer intervention period might also be warranted.
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McDonough DJ, Pope ZC, Zeng N, Lee JE, Gao Z. Retired Elite Athletes' Physical Activity, Physiological, and Psychosocial Outcomes During Single- and Double-Player Exergaming. J Strength Cond Res 2019; 33:3220-3225. [PMID: 31567792 DOI: 10.1519/jsc.0000000000003386] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
McDonough, DJ, Pope, ZC, Zeng, N, Lee, JE, and Gao, Z. Retired elite athletes' physical activity, physiological, and psychosocial outcomes during single- and double-player exergaming. J Strength Cond Res 33(12): 3220-3225, 2019-Elite athletes (i.e., athletes who play sport professionally) are a population who commonly exceed recommended physical activity (PA) guidelines and have higher health statuses compared with the general population. However, elite athletes transitioning into retirement often become physically inactive given they no longer require long hours of training and competition, and their physiological and psychosocial health suffers as a result. Therefore, this study's purpose was to examine differences in retired elite athletes' acute PA, physiological, and psychosocial outcomes during single- and double-player exergaming. Twenty retired Olympic athletes (18 females; (Equation is included in full-text article.)= 27.3 ± 4.3 years) participated in 2 separate 20-minute exergaming sessions (a): Xbox 360 Reflex Ridge single player and (b) Xbox 360 Reflex Ridge double player. Subjects' situational interest, enjoyment, and self-efficacy were examined using validated questionnaires; rating of perceived exertion (RPE) using the modified Borg RPE scale; and moderate-to-vigorous PA, steps, and energy expenditure tracked using ActiGraph GT3X+ accelerometers. Repeated-measures analysis of variances revealed no significant differences for any outcome between the 2 exercise sessions except for RPE (F (1, 38) = 4.6; p < 0.05; η = 0.11), which was higher in the single-player session compared with the double-player session (10.3 ± 2.3; 8.7 ± 1.6, respectively). Observations indicated double-player exergaming to be perceived as less intense than single-player exergaming despite similar PA and physiological outcomes, suggesting retired elite athletes may better adhere to exergaming in a double-player mode.
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Affiliation(s)
- Daniel J McDonough
- School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, Minnesota
| | - Zachary C Pope
- Division of Epidemiology and Community Health, School of Public Health, University of Minnesota-Twin Cities, Minneapolis, Minnesota
| | - Nan Zeng
- Department of Food Science and Human Nutrition, Colorado State University, Fort Collins, Colorado
| | - Jung Eun Lee
- Department of Applied Human Sciences, University of Minnesota-Duluth, Duluth, Minnesota
| | - Zan Gao
- School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, Minnesota
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Gao Z, Pope ZC, Lee JE, Quan M. Effects of Active Video Games on Children's Psychosocial Beliefs and School Day Energy Expenditure. J Clin Med 2019; 8:jcm8091268. [PMID: 31438548 PMCID: PMC6780694 DOI: 10.3390/jcm8091268] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/22/2019] [Revised: 08/16/2019] [Accepted: 08/16/2019] [Indexed: 01/22/2023] Open
Abstract
Purpose: Examine the effects of active video games (AVGs) on children's school-day energy expenditure (EE) and physical activity (PA)-related self-efficacy, social support, and outcome expectancy over 9 months. Method: Participants were 81 fourth grade students ( X ¯ age = 9.23 years, SD = 0.62; 39 girls) from two urban Minnesota elementary schools. A once-weekly 50 min AVG intervention was implemented in the intervention school for 9 months in 2014-2015 while the control school continued regular recess. Children's school-day EE (daily caloric expenditure) and mean daily metabolic equivalent (MET) values were estimated via accelerometry whereas self-efficacy, social support, and outcome expectancy were assessed with psychometrically-validated questionnaires. All measures were completed at baseline and at the 4th and 9th months. Results: We observed significant interaction effects for daily caloric expenditure, F(1, 58) = 15.8, p < 0.01, mean daily MET values, F(1, 58) = 11.3, p < 0.01, and outcome expectancy, F(1, 58) = 4.5, p < 0.05. Specifically, intervention children had greater increases in daily caloric expenditure (91 kilocalorie/day post-intervention group difference), with control children decreasing daily caloric expenditure over time. We observed identical trends for mean daily MET values (0.35 METs/day post-intervention group difference). Interestingly, we observed outcome expectancy to increase in the control children, but decrease among intervention children, at post-intervention (1.35 group difference). Finally, we observed a marginally significant interaction effect for social support, F(1, 58) = 3.104, p = 0.08, with an increase and decrease seen in the intervention and control children, respectively. We observed no interaction or main effects for self-efficacy. Discussion: Observations suggested an AVG intervention contributed to longitudinal increases in school-day EE and social support compared to the control condition. Future research should examine how self-efficacy and outcome expectancy might be promoted during school-based AVG interventions.
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Affiliation(s)
- Zan Gao
- Department of Sport Rehabilitation, School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China.
- School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.
| | - Zachary C Pope
- School of Public Health, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
| | - Jung Eun Lee
- Department of Applied Human Sciences, University of Minnesota, Duluth, MN 55812, USA
| | - Minghui Quan
- Department of Sport Rehabilitation, School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
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Money AG, Atwal A, Boyce E, Gaber S, Windeatt S, Alexandrou K. Falls Sensei: a serious 3D exploration game to enable the detection of extrinsic home fall hazards for older adults. BMC Med Inform Decis Mak 2019; 19:85. [PMID: 30992072 PMCID: PMC6469143 DOI: 10.1186/s12911-019-0808-x] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/20/2018] [Accepted: 04/01/2019] [Indexed: 01/20/2023] Open
Abstract
Background Falls are the main cause of death and injury for older adults in the UK. Many of these falls occur within the home as a result of extrinsic falls risk factors such as poor lighting, loose/uneven flooring, and clutter. Falls education plays an important role in self-management education about extrinsic hazards and is typically delivered via information leaflets, falls apps, and educational booklets. Serious games have the potential of delivering an engaging and informative alternative to traditional methods but almost exclusively, these are currently delivered as exergaming applications that focus solely on intrinsic falls risk factors. This study presents ‘Falls Sensei’ a first-person 3D exploration game that aims to educate older adults about extrinsic falls risk factors within the home environment. After presenting Falls Sensei, game usability and older adults’ perceptions and attitudes towards using the game in practice are explored. Methods This study involved 15 community dwelling older adults. After playing the Falls Sensei game, participants completed a Systems Usability Scale (SUS) questionnaire and post task interview, and follow-up interviews three weeks later. Inductive and deductive thematic template analysis, informed by the Unified Theory of Acceptance and Use of Technology model, was used to analyse the think-aloud, post-task and follow-up interview transcripts. Descriptive statistical analysis and one-sampled t-tests were used to analyse log-file data and SUS responses. Results Three high-level themes emerged from the analysis of transcriptions: Performance Expectancy; Effort Expectancy; Social Influence. The SUS score was 77.5/100 which indicates ‘Good’ levels of usability. Interestingly, reported usability of the game increased with participant age. Participants were positive about the usability of the game (p < = 0.05 for 9/10 items). The most memorable fall hazards were those most commonly encountered in the game or those most challenging to participants. Conclusions The results support the use of serious games as an engaging tool for educating older adults about extrinsic falls risk factors. Awareness of home hazard detection was raised by the game, and some older adults became more aware for the need to adapt their own homes after gameplay. Further research would be needed to draw comparisons with established interventions.
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Affiliation(s)
- Arthur G Money
- Department of Computer Science, Brunel University London, Uxbridge, UB8 3PH, UK.
| | - Anita Atwal
- Faculty of Health and Social Care, London South Bank University, London, SE1 0AA, UK
| | - Emily Boyce
- North London Forensic Service, Barnet, Enfield and Haringey Mental Health NHS Trust, Enfield, EN2 8JL, UK
| | - Sophie Gaber
- Department of Neurobiology, Care Sciences & Society, Division of Occupational Therapy, Karolinska Institutet, SE-171 77, Stockholm, Sweden
| | - Susan Windeatt
- CIS Westminster Rehabilitation Service, Gordon Hospital London, CNWL NHS Foundation Trust, SW1V 2RH, London, UK
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Xiong S, Zhang P, Gao Z. Effects of Exergaming on Preschoolers' Executive Functions and Perceived Competence: A Pilot Randomized Trial. J Clin Med 2019; 8:jcm8040469. [PMID: 30959860 PMCID: PMC6518044 DOI: 10.3390/jcm8040469] [Citation(s) in RCA: 21] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/18/2019] [Revised: 03/27/2019] [Accepted: 04/03/2019] [Indexed: 01/03/2023] Open
Abstract
Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers’ executive functions and perceived competence. Methods: Sixty children aged 4–5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children’s executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children’s executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children’s perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children’s executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.
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Affiliation(s)
- Shanying Xiong
- Department of Physical Education, Shenzhen Polytechnic University, Shenzhen 518055, China.
| | - Peng Zhang
- College of Health Sciences, East Stroudsburg University of Pennsylvania, East Stroudsburg, PA 18301, USA.
| | - Zan Gao
- School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.
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Gao Z, Zeng N, Pope ZC, Wang R, Yu F. Effects of exergaming on motor skill competence, perceived competence, and physical activity in preschool children. JOURNAL OF SPORT AND HEALTH SCIENCE 2019; 8:106-113. [PMID: 30997256 PMCID: PMC6450920 DOI: 10.1016/j.jshs.2018.12.001] [Citation(s) in RCA: 46] [Impact Index Per Article: 9.2] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/24/2018] [Revised: 09/24/2018] [Accepted: 10/06/2018] [Indexed: 05/09/2023]
Abstract
BACKGROUND Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outcomes in this age group. This study's purpose, therefore, was to examine a school-based exergaming intervention's effect on preschool children's perceived competence (PC), motor skill competence (MSC), and physical activity versus usual care (recess), as well as to examine gender differences for these outcomes. METHODS A total of 65 preschool children from 2 underserved urban schools were assigned to 1 of 2 conditions, with the school as the experimental unit: (1) usual care recess group (8 weeks of 100min of recess/week (5 days × 20 min)) and (2) exergaming intervention group (8 weeks of 100min of exergaming/week (5 days × 20 min) at school). All children underwent identical assessments of PC, MSC, and moderate-to-vigorous physical activity (MVPA) at baseline and at the end of the 8th week. RESULTS A significant Group × Time effect was observed for MVPA, F(1, 52) = 4.37, p = 0.04, η p 2 = 0.04, but not for PC, F(1, 52) = 0.83, p = 0.37, η p 2 = 0.02, or MSC, F(1, 52) = 0.02, p = 0.88, η p 2 = 0.00. Specifically, the intervention children displayed significantly greater increased MVPA after 8weeks than the comparison children. Additionally, there was a significant time effect for MSC, F(1, 52) = 15.61, p < 0.01, η p 2 = 0.23, and gender effect for MVPA, F(1, 52) = 5.06, p = 0.02, η p 2 = 0.09. Although all preschoolers' MSC improved across time, boys demonstrated greater MVPA than girls at both time points. CONCLUSION Exergaming showed a positive effect in promoting preschool children's MVPA at school and has the potential to enhance PC and MSC. More research with larger sample sizes and longer study durations are warranted.
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Affiliation(s)
- Zan Gao
- School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
| | - Nan Zeng
- Department of Food Science and Human Nutrition, Colorado State University, Fort Collins, CO 80523, USA
| | - Zachary C. Pope
- School of Public Health, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
| | - Ru Wang
- School of Kinesiology, Key Laboratory of Exercise and Health Sciences of Ministry of Education, Shanghai University of Sport, Shanghai 200438, China
| | - Fang Yu
- School of Nursing, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
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Comparison of College Students' Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise. J Clin Med 2018; 7:jcm7110433. [PMID: 30423805 PMCID: PMC6262538 DOI: 10.3390/jcm7110433] [Citation(s) in RCA: 27] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/19/2018] [Revised: 11/07/2018] [Accepted: 11/07/2018] [Indexed: 12/03/2022] Open
Abstract
This study evaluated the effects of exergaming on college students’ energy expenditure (EE), moderate-to-vigorous physical activity (MVPA), light physical activity (LPA), rating of perceived exertion (RPE), and enjoyment compared to traditional treadmill exercise, and sex differences. Sixty college students (30 female; X¯age = 23.6 ± 4.1 years) completed three 20-min exercise sessions on Xbox 360 Kinect Just Dance (Microsoft, Redmond, WA, USA), Xbox 360 Kinect Reflex Ridge (Microsoft, Redmond, WA, USA), and treadmill walking. Their EE and PA were assessed by ActiGraph accelerometers (ActiGraph Co.; Pensacola, FL, USA); RPE every four min; enjoyment via an established scale. Significant exercise-type by sex interaction effects were observed for RPE (p < 0.01): females reported significantly lower RPE during exergaming sessions but significantly higher RPE during treadmill walking. Results revealed significant main effects for all outcomes between exercise sessions (all p < 0.01): treadmill walking resulted in significantly higher metabolic equivalents (METs), MVPA, and EE (p < 0 .01), yet lower LPA (p < 0.01), compared to the two exergaming sessions. Participants’ RPE was significantly higher during treadmill walking than during exergaming sessions, with exergaming eliciting significantly higher enjoyment (all p < 0.01). College students find exergaming more enjoyable and report lower RPE compared to traditional treadmill exercise, though not yet matching the moderate physiological intensity level.
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Benzing V, Schmidt M. Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats. J Clin Med 2018; 7:E422. [PMID: 30413016 PMCID: PMC6262613 DOI: 10.3390/jcm7110422] [Citation(s) in RCA: 77] [Impact Index Per Article: 12.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/15/2018] [Revised: 10/31/2018] [Accepted: 11/02/2018] [Indexed: 12/12/2022] Open
Abstract
Exergaming, or active video gaming, has become an emerging trend in fitness, education and health sectors. It is defined as digital games that require bodily movements to play, stimulating an active gaming experience to function as a form of physical activity (PA). Since exergaming is becoming more popular, claims have been made on the usefulness of exergaming. It has, for example, been entitled as being "the future of fitness" by the American College of Sports Medicine, promoting PA and health in children and adolescents. However, research also suggests that long-term engagement in exergaming is difficult to achieve, and there is a noticeable reservation towards exergaming by parents, teachers and caregivers. To provide an overview and to outline the future directions of exergaming, the aim of this review was to critically illustrate the strengths, weaknesses, opportunities and threats of exergaming to promote PA and health in children and youth. The available evidence indicates that exergaming has the potential to improve health via an increase in PA. However, it seems that this potential is frequently underexploited, and further developments such as customized exergames are needed.
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Affiliation(s)
- Valentin Benzing
- Institute of Sport Science, University of Bern, 3012 Bern, Switzerland.
| | - Mirko Schmidt
- Institute of Sport Science, University of Bern, 3012 Bern, Switzerland.
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28
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Quan M, Pope Z, Gao Z. Examining Young Children's Physical Activity and Sedentary Behaviors in an Exergaming Program Using Accelerometry. J Clin Med 2018; 7:E302. [PMID: 30257418 PMCID: PMC6210459 DOI: 10.3390/jcm7100302] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2018] [Revised: 09/11/2018] [Accepted: 09/23/2018] [Indexed: 12/19/2022] Open
Abstract
Exergaming has been observed to be a viable supplemental approach in promoting physical activity (PA) among children. However, whether sex differences in PA and sedentary behaviors exist during exergaming is inconsistent. Thus, this study aimed to quantify, via accelerometry, young children's PA and sedentary behaviors during exergaming as well as examine sex differences in these PA and sedentary behaviors during gameplay. In total, 121 first- and second-grade children (mean age = 6.89 ± 0.9 years; 73 girls) were included in the analysis. Children were a part of a large 18-week parent study. Children wore ActiGraph GT1M accelerometers during exergaming play, with four measurements purposively selected from the 28 total exergaming sessions to capture children's PA and sedentary behaviors during exergaming play. Outcome variables included mean percentages of time spent in moderate-to-vigorous PA (MVPA), light PA (LPA), and sedentary behavior during each exergaming session. One-way ANOVA was performed to determine whether there were differences in the percentage of time engaged in MVPA, LPA, and sedentary behavior during exergaming by sex. Accelerometry data indicated that children's mean percentage of exergaming time spent in MVPA, LPA, and sedentary behavior were 19.9%, 32.9%, and 47.2%, respectively. However, no sex differences were present. Observations in this study indicated that boys and girls have similar PA levels during exergaming and suggests that features inherent to exergaming may assist in PA promotion among both sexes.
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Affiliation(s)
- Minghui Quan
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China.
| | - Zachary Pope
- School of Public Health, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.
| | - Zan Gao
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China.
- School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.
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Ye S, Lee JE, Stodden DF, Gao Z. Impact of Exergaming on Children's Motor Skill Competence and Health-Related Fitness: A Quasi-Experimental Study. J Clin Med 2018; 7:E261. [PMID: 30205483 PMCID: PMC6162827 DOI: 10.3390/jcm7090261] [Citation(s) in RCA: 20] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2018] [Revised: 08/16/2018] [Accepted: 09/04/2018] [Indexed: 11/17/2022] Open
Abstract
This study was designed to examine the effectiveness of a combined exergaming and physical education (PE) program on children's motor skill competence (MSC) and health-related fitness (HRF) as compared to traditional PE. A total of 261 second- and third-grade children (127 boys; 8.25 ± 0.66 years for male; 8.29 ± 0.74 years for female; 73.6% non-Hispanic white) participated in the nine-month study from 2012 to 2013. Children were assigned to one of the two groups: (a) intervention group (125 min of alternating PE and exergaming weekly); and (b) comparison group (125-min weekly PE). MSC was assessed via product scores in two locomotor and two object control skills. HRF included the cardiorespiratory fitness, musculoskeletal fitness, and body mass index (BMI). A multivariate analysis of variance (MANOVA) was performed to analyze the effect of the combined exergaming⁻PE program on children's MSC and HRF. There were significant group by time interaction effects for BMI, p < 0.01, η² = 0.20; musculoskeletal fitness, p < 0.01, η² = 0.13; and object control skills (the comparison group demonstrating greater improvement), p = 0.01, η² = 0.03. The findings suggest that the combined exergaming program can have a positive effect on children's BMI and musculoskeletal fitness, indicating that exergaming can be an alternative school-based program to supplement traditional PE.
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Affiliation(s)
- Sunyue Ye
- Department of Sports Rehabilitation, College of Physical Education, Longyan University, Longyan 364012, China.
- Chronic Disease Research Institute, School of Public Health, School of Medicine, Zhejiang University, Hangzhou 310058, China.
| | - Jung Eun Lee
- Department of Applied Human Sciences, University of Minnesota, Duluth, MN 55812, USA.
| | - David F Stodden
- Department of Physical Education, University of South Carolina, Columbia, SC 29208, USA.
| | - Zan Gao
- School of Kinesiology, University of Minnesota, Minneapolis, MN 55455, USA.
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30
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Abstract
Pokemon Go is an augmented reality (AR) game which combines the use of smart mobile technology with physical exploration in the real world. It was a global phenomenon that rocked the world since 2016. Across boundaries and nations, the young and seniors were actively downloading and playing, joining the intrend gaming community. Was it a fleeting fad or a more sustainable activity? This paper discusses the literature currently available on this interesting phenomenon: its effect on physical and mental health as well as some documented hazards and distractions. From the review, Pokemon Go demonstrates that cleverly implemented AR games can reach millions of people and trigger substantial behavioral changes. AR games can help increase physical activities and exercise provided people's interest can be sustained.
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Affiliation(s)
- Yvette Chong
- Yong Loo Lin School of Medicine, National University of Singapore, Singapore
| | - Dean Krishen Sethi
- Yong Loo Lin School of Medicine, National University of Singapore, Singapore
| | | | - Fatimah Lateef
- Department of Emergency Medicine, Singapore General Hospital, Singapore
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31
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Marquet O, Alberico C, Adlakha D, Hipp JA. Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity. JMIR Serious Games 2017; 5:e21. [PMID: 29066423 PMCID: PMC5676026 DOI: 10.2196/games.8048] [Citation(s) in RCA: 41] [Impact Index Per Article: 5.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2017] [Revised: 07/18/2017] [Accepted: 09/17/2017] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health. OBJECTIVE This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing. METHODS In November 2016, we asked a sample of 47 US college students (all Pokémon GO players) to complete online surveys and install an ecological momentary assessment (EMA) tool and step counter on their smartphones. The EMA tool prompted a set of questions on playing behavior and physical activity, 3 times per day (12:00 PM, 7:00 PM, and 10:00 PM), for 7 days. We used a factorial analysis to identify 3 distinctive groups of players based on their motivations to start playing Pokémon GO. We tested differences across motivation groups related to 5 unique outcomes using 1-way analysis of variance. RESULTS We extracted 3 interpretable factors from the clustering of motivations to start playing Pokémon GO: Pokémon and video game fans (n=26, 55% of the sample), physical activity seekers (n=8, 17%), and curious & social (n=13, 28%). The clusters differed significantly on the enjoyment of different aspects of the game, particularly battling, discovering new places, and meeting new people, as well as differences in agreement that playing improved mood and made them more social. Days when playing Pokémon GO were associated with higher number of steps reported at the end of the day, especially among physical activity seekers, but also for Pokémon and video game fans. All groups perceived traffic as a major threat to playing. CONCLUSIONS Days during which Pokémon GO was played were positively associated with a set of beneficial health behaviors, including higher physical activity levels, more socialization, and better mood. Results, however, depended on personal motivations and expectations when joining the game. These results highlight the importance of taking motivation into account when attempting to extract conclusions from the Pokémon GO phenomenon to enhance future exergames' designs or health interventions.
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Affiliation(s)
- Oriol Marquet
- Department of Parks, Recreation and Tourism Management, Center for Geospatial Analytics, North Carolina State University, Raleigh, NC, United States
| | - Claudia Alberico
- Department of Parks, Recreation and Tourism Management, Center for Geospatial Analytics, North Carolina State University, Raleigh, NC, United States
| | - Deepti Adlakha
- School of Natural and Built Environment, Queen's University Belfast, Belfast, United Kingdom
| | - J Aaron Hipp
- Department of Parks, Recreation and Tourism Management, Center for Geospatial Analytics, North Carolina State University, Raleigh, NC, United States
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32
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Gao Z. Fight fire with fire? Promoting physical activity and health through active video games. JOURNAL OF SPORT AND HEALTH SCIENCE 2017; 6:1-3. [PMID: 30356540 PMCID: PMC6188911 DOI: 10.1016/j.jshs.2016.11.009] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 10/13/2016] [Indexed: 05/07/2023]
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Wong FY. Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study. Int J Health Geogr 2017; 16:8. [PMID: 28228102 PMCID: PMC5322678 DOI: 10.1186/s12942-017-0080-1] [Citation(s) in RCA: 54] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/18/2016] [Accepted: 02/10/2017] [Indexed: 02/03/2023] Open
Abstract
Background The prevalence of overweight is increasing and the effectiveness of various weight management and exercise programs varied. An augmented reality smartphone game, Pokémon Go, appears to increase activity levels of players. This study assessed the players and ex-players’ frequencies and durations of staying outdoors, and walking/jogging before and during the time they played Pokémon Go, evaluated the physical activity levels of players, ex-players and non-players, and investigated the potential factors which determined their play statuses. Methods Students in a university answered an online-questionnaire survey. The IPAQ-short form was incorporated to measure vigorous-intensity activities, moderate-intensity activities and walking. Chi square tests were used to compare frequencies and durations of staying outdoors and walking/jogging, health discomforts and physical activity levels between players, ex-players and non-players. Wilcoxon signed ranks tests were performed to assess the changes prior to and during the time when the players and ex-players played Pokémon Go. Logistic regression analyses were performed to assess factors contributing to playing, quitting or not playing Pokémon Go. Results 644 university students answered the questionnaire. Compared with the ex-players, the players were significantly more frequent to stay outdoors when playing Pokémon Go (P < 0.001), walk/jog to a location to catch Pokémon, to Pokéstops or Gyms (P < 0.005), as well as walking/jogging to hatch eggs (P < 0.001). The players spent a mean of 108.19 ± 158.21 min/week to walk/jog in order to play the game which is equivalent to burning 357 kcal/week for a 60-kg person walking a moderate pace. Compared with the non-players, players were more likely to be aged 18–25 years [OR (95% CI) 3.28 (1.28–8.40), P = 0.013], never [OR (95% CI) 10.51 (1.12–98.57), P = 0.039] or rarely [OR (95% CI) 4.00 (1.95–8.23), P < 0.001] stayed outdoors and rarely walked/jogged prior to playing the game [OR (95% CI) 3.88 (1.86–8.05), P < 0.001]. However, there was no significant difference in physical activity levels between the three groups (P = 0.573). Conclusions Players who used to be sedentary benefited the most from Pokémon Go. The game can be used as a starting point for sedentary people to begin an active lifestyle. The impact of Pokémon Go on physical activity can provide insights to public health workers in using novel strategies in health promotion.
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Affiliation(s)
- Fiona Y Wong
- Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Kowloon, Hong Kong, China.
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