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Liang Y, Lau PWC, Jiang Y, Maddison R. Getting Active with Active Video Games: A Quasi-Experimental Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17217984. [PMID: 33143064 PMCID: PMC7663622 DOI: 10.3390/ijerph17217984] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/07/2020] [Revised: 10/15/2020] [Accepted: 10/26/2020] [Indexed: 01/01/2023]
Abstract
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors among children. Eighty-seven children (intervention n = 30) were recruited from one primary school. Classes in Grades 4–6 were allocated to either the intervention group or the control group in a 2:1 ratio. The eight-week intervention involved children playing AVGs in an after-school class twice a week. Participants in the control group continued with their usual activities. Outcome included the change of participants in sedentary time, PA, percentage body fat, body mass index (BMI), and psychosocial variables (enjoyment, self-efficacy and social support), from baseline to eight weeks. No significant group differences were observed in sedentary time (−33.9 min/day, 95% CI −70.8 to 4.8; p = 0.07). The intervention group significantly increased total PA (53.7 counts/min, 95% CI 8.6 to 104.2; p = 0.04) compared with those in the control condition. No differences were found in body composition and psychosocial variables. However, significant treatment effects were found on BMI z score among boys (−0.1, 95% CI −0.2 to 0; p = 0.04). An eight-week school-based AVG intervention delivered during after-school hours was effective in increasing activity levels among Hong Kong children. The treatment effects of AVGs on sedentary behavior and body composition need to be further demonstrated in a more robust study, especially in boys.
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Affiliation(s)
- Yan Liang
- Department of Physical Education, China Women’s University, Beijing 100101, China;
| | - Patrick W. C. Lau
- Department of Sport, Physical Education and Health, Hong Kong Baptist University, Hong Kong, China
- Correspondence: ; Tel.: +852-3411-5634
| | - Yannan Jiang
- National Institute for Health Innovation, University of Auckland, 1010 Auckland, New Zealand;
| | - Ralph Maddison
- Institute for Physical Activity and Nutrition, School of Exercise and Nutrition Sciences, Deakin University, Melbourne, VIC 3125, Australia;
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Bedrunka D, Buchta K, Szary P, Maniakowska K, Kiper P, Rutkowska A, Rutkowski S. The effect of virtual reality exercise on physical fitness. REHABILITACJA MEDYCZNA 2019. [DOI: 10.5604/01.3001.0013.3717] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Introduction: The aim of this study was to assess physical fitness (PF) in healthy volunteers using the Senior Fitness Test (SFT) after a series of training sessions in virtual reality (VR) using the X-box 360 Kinect System.
Materials and methods: This pilot study consisted of 32 healthy subjects aged 19 to 24 years (12 males and 20 females) with the mean age of 20.6±1.4 years and the mean BMI of 23.29±2.3. The subjects participated in the study for 2 weeks, at a frequency of 4 sessions weekly. Each session comprised 4 Kinect Adventures games: 20 000 Leaks, Curvy Creak, Rally Ball and Reflex Ridge. The Senior Fitness Test was used to assess physical fitness.
Results: Analysis of data showed improvement in Arm-Curl (30.0 repetitions (rep.)) vs. 35.8 rep., p<0.001), Chair Stand (26.6 rep. vs. 30.2 rep., p<0.001), Back Scratch (3.1 cm vs. 6.1 cm, p<0.033), Chair Sit-and-Reach (1.0 cm vs. 5.3 cm, p<0.001), Up-and-Go (3.5 sec. vs. 3.2 sec., p<0.001) and 6-Minute Walk Test (731.3 m vs. 747.8.m, p<0.220). Statistically significant improvement was noted in 5 out of 6 STF trials. Only the 6-Minute Walk test results were not statistically significant.
Conclusions: Training using a console with the Kinect motion sensor had positive effects on the physical fitness of the healthy volunteers.
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Affiliation(s)
- Dawid Bedrunka
- Student scientific circle Descartes' Error, Faculty of Physical Education and Physiotherapy, Opole University of Technology, Opole, Poland
| | - Katarzyna Buchta
- Student scientific circle Descartes' Error, Faculty of Physical Education and Physiotherapy, Opole University of Technology, Opole, Poland
| | - Patryk Szary
- Student scientific circle Descartes' Error, Faculty of Physical Education and Physiotherapy, Opole University of Technology, Opole, Poland
| | - Katarzyna Maniakowska
- Student scientific circle Descartes' Error, Faculty of Physical Education and Physiotherapy, Opole University of Technology, Opole, Poland
| | - Pawel Kiper
- Laboratory of Neurorehabilitation Technologies, Fondazione Ospedale San Camillo IRCCS, Venice, Italy
| | - Anna Rutkowska
- Institute of Physiotherapy, Faculty of Physical Education and Physiotherapy, Opole University of Technology, Opole, Poland
| | - Sebastian Rutkowski
- Institute of Physiotherapy, Faculty of Physical Education and Physiotherapy, Opole University of Technology, Opole, Poland
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Costa HA, Silva-Filho AC, Dias CJ, Martins VA, Mendes T, Rabelo A, Navarro F, Silami-Garcia E, Mostarda C, Sevílio M. Cardiovascular Response of an Acute Exergame Session in Prepubertal Obese Children. Games Health J 2017. [PMID: 28628383 DOI: 10.1089/g4h.2016.0081] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
PURPOSE We aimed to analyze the acute autonomic response of obese and eutrophic prepubertal boys to an exergame (EXG) session. MATERIALS AND METHOD Nine eutrophic (8.89 ± 2.71 years of age and 16.42% ± 6.30% body fat) and nine obese boys (8.70 ± 1.16 years of age and 40.76% ± 4.2% body fat) participated. Nutritional state was determined using World Health Organization guidelines. Variables were collected at rest, immediately post (IP), and 60 minutes after a 20 minutes EXG session. Autonomic nervous system (ANS) activity was assessed using heart rate variability in time and frequency domains, and data were analyzed using Shapiro-Wilk and ANOVA tests with Tukey post hoc. RESULTS The obese group demonstrated an increased sympathetic activity at rest when compared with the eutrophic group (P < 0.05). The obese group also demonstrated an increased parasympathetic activity 60 minutes after the EXG session when compared with the eutrophic group (P < 0.05). CONCLUSION We concluded that an acute session of EXG promoted ANS super compensation. We encourage research on chronic ANS response to EXG.
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Affiliation(s)
- Herikson Araújo Costa
- 1 Department of Physical Education, Universidade Federal do Maranhão , Campus Pinheiro, Brazil
| | - Antonio Carlos Silva-Filho
- 2 Laboratory of Cardiovascular Adaptations to Exercise - LACORE, Universidade Federal do Maranhão , São Luís, Brazil. Brazil
| | - Carlos José Dias
- 1 Department of Physical Education, Universidade Federal do Maranhão , Campus Pinheiro, Brazil .,2 Laboratory of Cardiovascular Adaptations to Exercise - LACORE, Universidade Federal do Maranhão , São Luís, Brazil. Brazil
| | - Vicenilma Andrade Martins
- 3 Programa de Pós-graduação em Saúde do Adulto e da Criança, Universidade Federal do Maranhão , São Luís, Brazil. Brazil
| | - Thiago Mendes
- 1 Department of Physical Education, Universidade Federal do Maranhão , Campus Pinheiro, Brazil
| | - André Rabelo
- 1 Department of Physical Education, Universidade Federal do Maranhão , Campus Pinheiro, Brazil
| | - Francisco Navarro
- 4 Departamento de Educação Física, Universidade Federal do Maranhão , São Luís, Brazil
| | - Emerson Silami-Garcia
- 4 Departamento de Educação Física, Universidade Federal do Maranhão , São Luís, Brazil
| | - Cristiano Mostarda
- 2 Laboratory of Cardiovascular Adaptations to Exercise - LACORE, Universidade Federal do Maranhão , São Luís, Brazil. Brazil .,4 Departamento de Educação Física, Universidade Federal do Maranhão , São Luís, Brazil
| | - Mario Sevílio
- 4 Departamento de Educação Física, Universidade Federal do Maranhão , São Luís, Brazil
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Garde A, Umedaly A, Abulnaga SM, Robertson L, Junker A, Chanoine JP, Ansermino JM, Dumont GA. Assessment of a Mobile Game ("MobileKids Monster Manor") to Promote Physical Activity Among Children. Games Health J 2017; 4:149-58. [PMID: 26181809 DOI: 10.1089/g4h.2014.0095] [Citation(s) in RCA: 41] [Impact Index Per Article: 5.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE The majority of children in North America are not meeting current physical activity guidelines. The purpose of this study was to evaluate the impact of a mobile phone game ("MobileKids Monster Manor") as a tool to promote voluntary physical activity among children. MATERIALS AND METHODS The game integrates data from an accelerometer-based activity monitor (Tractivity(®); Kineteks Corp., Vancouver, BC, Canada) wirelessly connected to a phone and was developed with the involvement of a team of young advisors (KidsCan Initiative: Involving Youth as Ambassadors for Research). Fifty-four children 8-13 years old completed a week of baseline data collection by wearing an accelerometer but receiving no feedback about their activity levels. The 54 children were then sequentially assigned to two groups: One group played "MobileKids Monster Manor," and the other received daily activity feedback (steps and active minutes) via an online program. The physical activity (baseline and intervention weeks) was measured using the activity monitor and compared using two-way repeated-measures analysis of variance (intervention×time). RESULTS Forty-seven children with a body mass index (BMI) z-score of 0.35±1.18 successfully completed the study. Significant (P=0.01) increases in physical activity were observed during the intervention week in both the game and feedback groups (1191 and 796 steps/day, respectively). In the game group, greater physical activity was demonstrated in children with higher BMI z-score, showing 964 steps/day more per BMI z-score unit (P=0.03; 95 percent confidence interval of 98 to 1829). CONCLUSIONS Further investigation is required to confirm that our game design promotes physical activity.
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Affiliation(s)
- Ainara Garde
- 1 Electrical and Computer Engineering in Medicine Group, The University of British Columbia and BC Children's Hospital , Vancouver, British Columbia, Canada
| | - Aryannah Umedaly
- 1 Electrical and Computer Engineering in Medicine Group, The University of British Columbia and BC Children's Hospital , Vancouver, British Columbia, Canada
| | - S Mazdak Abulnaga
- 1 Electrical and Computer Engineering in Medicine Group, The University of British Columbia and BC Children's Hospital , Vancouver, British Columbia, Canada
| | - Leah Robertson
- 1 Electrical and Computer Engineering in Medicine Group, The University of British Columbia and BC Children's Hospital , Vancouver, British Columbia, Canada
| | - Anne Junker
- 2 Clinical and Population Studies at the Child & Family Research Institute , Vancouver, British Columbia, Canada
| | - Jean Pierre Chanoine
- 3 Endocrinology and Diabetes Unit, Department of Pediatrics, The University of British Columbia and BC Children's Hospital , Vancouver, British Columbia, Canada
| | - J Mark Ansermino
- 1 Electrical and Computer Engineering in Medicine Group, The University of British Columbia and BC Children's Hospital , Vancouver, British Columbia, Canada .,4 Anesthesiology, Pharmacology and Therapeutics, The University of British Columbia and BC Children's Hospital , Vancouver, British Columbia, Canada
| | - Guy A Dumont
- 1 Electrical and Computer Engineering in Medicine Group, The University of British Columbia and BC Children's Hospital , Vancouver, British Columbia, Canada
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Böhm B, Hartmann M, Böhm H. Body Segment Kinematics and Energy Expenditure in Active Videogames. Games Health J 2016; 5:189-96. [DOI: 10.1089/g4h.2015.0058] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Birgit Böhm
- Institute of Preventive Pediatrics, Technische Universität München, Munich, Germany
| | - Michael Hartmann
- Institute of Preventive Pediatrics, Technische Universität München, Munich, Germany
| | - Harald Böhm
- Gait Laboratory, Orthopedic Hospital for Children, Aschau im Chiemgau, Germany
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Liang Y, Lau PW. Effects of Active Videogames on Physical Activity and Related Outcomes Among Healthy Children: A Systematic Review. Games Health J 2014. [DOI: 10.1089/g4h.2013.0070] [Citation(s) in RCA: 29] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022] Open
Affiliation(s)
- Yan Liang
- Department of Physical Education, Hong Kong Baptist University
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Affiliation(s)
- Tom Baranowski
- Professor of Pediatrics (Behavioral Nutrition and Physical Activity), USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, Texas
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