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Patton SR, Gal RL, Bergford S, Calhoun P, Clements MA, Sherr JL, Riddell MC. Digital Gaming and Exercise Among Youth With Type 1 Diabetes: Cross-Sectional Analysis of Data From the Type 1 Diabetes Exercise Initiative Pediatric Study. JMIR Pediatr Parent 2024; 7:e57198. [PMID: 38889077 PMCID: PMC11186795 DOI: 10.2196/57198] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/07/2024] [Revised: 04/19/2024] [Accepted: 05/08/2024] [Indexed: 06/20/2024] Open
Abstract
Background Regular physical activity and exercise are fundamental components of a healthy lifestyle for youth living with type 1 diabetes (T1D). Yet, few youth living with T1D achieve the daily minimum recommended levels of physical activity. For all youth, regardless of their disease status, minutes of physical activity compete with other daily activities, including digital gaming. There is an emerging area of research exploring whether digital games could be displacing other physical activities and exercise among youth, though, to date, no studies have examined this question in the context of youth living with T1D. Objective We examined characteristics of digital gaming versus nondigital gaming (other exercise) sessions and whether youth with T1D who play digital games (gamers) engaged in less other exercise than youth who do not (nongamers), using data from the Type 1 Diabetes Exercise Initiative Pediatric study. Methods During a 10-day observation period, youth self-reported exercise sessions, digital gaming sessions, and insulin use. We also collected data from activity wearables, continuous glucose monitors, and insulin pumps (if available). Results The sample included 251 youths with T1D (age: mean 14, SD 2 y; self-reported glycated hemoglobin A1c level: mean 7.1%, SD 1.3%), of whom 105 (41.8%) were female. Youth logged 123 digital gaming sessions and 3658 other exercise (nondigital gaming) sessions during the 10-day observation period. Digital gaming sessions lasted longer, and youth had less changes in glucose and lower mean heart rates during these sessions than during other exercise sessions. Youth described a greater percentage of digital gaming sessions as low intensity (82/123, 66.7%) when compared to other exercise sessions (1104/3658, 30.2%). We had 31 youths with T1D who reported at least 1 digital gaming session (gamers) and 220 youths who reported no digital gaming (nongamers). Notably, gamers engaged in a mean of 86 (SD 43) minutes of other exercise per day, which was similar to the minutes of other exercise per day reported by nongamers (mean 80, SD 47 min). Conclusions Digital gaming sessions were longer in duration, and youth had less changes in glucose and lower mean heart rates during these sessions when compared to other exercise sessions. Nevertheless, gamers reported similar levels of other exercise per day as nongamers, suggesting that digital gaming may not fully displace other exercise among youth with T1D.
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Affiliation(s)
| | - Robin L Gal
- Jaeb Center for Health Research, Tampa, FL, United States
| | - Simon Bergford
- Jaeb Center for Health Research, Tampa, FL, United States
| | - Peter Calhoun
- Jaeb Center for Health Research, Tampa, FL, United States
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2
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Active Gaming Prevalence and Correlates by Type of Day in Spanish Youth. J Phys Act Health 2019; 16:715-721. [PMID: 31310996 DOI: 10.1123/jpah.2018-0448] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2018] [Revised: 03/17/2019] [Accepted: 05/05/2019] [Indexed: 11/18/2022]
Abstract
BACKGROUND Active gaming has emerged as a new option to foster physical activity in youth. The aim of this study was to estimate the prevalence of active gaming in adolescents, to determine differences between active and nonactive gamers by type of day, and to examine predictors of being an active gamer. METHODS A cross-sectional study was conducted with 3095 Spanish adolescents aged 12 to 18 years who self-reported their involvement in moderate to vigorous physical activity, sedentary behaviors, and active gaming. Those engaging in active gaming for at least 10 minutes per day were considered active gamers. Student's 2-tailed t tests, chi-square test, and binomial logistic regression were performed. RESULTS About 25.9% of the adolescents were active gamers. They were younger, had higher body mass index, and spent more time on moderate to vigorous physical activity, television viewing, and sedentary video games with computer/console than nonactive gamers. There were more active gamers on weekends than on weekdays. On weekdays, more males than females were active gamers. Adolescents who did not meet sleep time guidelines were more likely to be active gamers on weekdays, whereas on weekends, being a girl, overweight/obese, and having a high socioeconomic status were predictors of being an active gamer. CONCLUSION Because active gaming may contribute to meeting physical activity guidelines, the present findings could enable better targeting of physical activity promotion programs.
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O'Loughlin EK, Barnett TA, McGrath JJ, Consalvo M, Kakinami L. Factors Associated with Sustained Exergaming: Longitudinal Investigation. JMIR Serious Games 2019; 7:e13335. [PMID: 31368440 PMCID: PMC6786850 DOI: 10.2196/13335] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/08/2019] [Revised: 03/31/2019] [Accepted: 04/03/2019] [Indexed: 11/16/2022] Open
Abstract
Background Exergaming is technology-driven physical activity (PA) which, unlike traditional video game play, requires that participants be physically active to play the game. Exergaming may have potential to increase PA and decrease sedentary behavior in youth, but little is known about sustained exergaming. Objective The objectives of this study were to describe the frequency, correlates, and predictors of sustained exergaming. Methods Data were available in AdoQuest (2005-11), a longitudinal investigation of 1843 grade 5 students in Montréal, Canada. This analysis used data from grade 9 (2008-09) and 11 (2010-11). Participants at Time 1 (T1; mean age 14 years, SD 0.8 ) who reported past-week exergaming (n=186, 19.1% of AdoQuest sample) completed mailed self-report questionnaires at Time 2 (T2; mean age 16 years, SD 0.8). Independent sociodemographic, psychological, and behavioral correlates (from T2)/predictors (from T1 or earlier) were identified using multivariable logistic regression. Results Of 186 exergamers at T1, 81 (44%) reported exergaming at T2. Being female and having higher introjected regulation (ie, a type of PA motivation indicative of internalizing PA as a behavior) were independent correlates. None of the predictors investigated were associated with sustained exergaming. Conclusions Almost half of grade 9 exergamers sustained exergaming for 2 years. Exergaming may be a viable approach to help adolescents engage in and sustain PA during adolescence. Sex and PA motivation may be important in the sustainability of exergaming.
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Affiliation(s)
- Erin Kathleen O'Loughlin
- Concordia University, Montreal, QC, Canada.,Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montreal, QC, Canada
| | - Tracie A Barnett
- Concordia University, Montreal, QC, Canada.,Le Centre L'Institut National de la Recherche Scientifique-Institut Armand-Frappier, Laval, QC, Canada
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4
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Rhodes RE, Nwachukwu N, Quinlan A. Family Exergaming: Correlates and Preferences. Games Health J 2018; 7:188-196. [DOI: 10.1089/g4h.2017.0177] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Ryan E. Rhodes
- Behavioural Medicine Laboratory, School of Exercise Science, Physical and Health Education, University of Victoria, Victoria, Canada
| | - Nnenna Nwachukwu
- Behavioural Medicine Laboratory, School of Exercise Science, Physical and Health Education, University of Victoria, Victoria, Canada
| | - Alison Quinlan
- Behavioural Medicine Laboratory, School of Exercise Science, Physical and Health Education, University of Victoria, Victoria, Canada
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5
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Schneider KL, Carter JS, Putnam C, Keeney J, DeCator DD, Kern D, Aylward L. Correlates of Active Videogame Use in Children. Games Health J 2018; 7:100-106. [DOI: 10.1089/g4h.2017.0070] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Kristin L. Schneider
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | | | - Cynthia Putnam
- College of Computing and Digital Media, DePaul University, Chicago, Illinois
| | - Jacey Keeney
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | | | - Daniel Kern
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | - Laura Aylward
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
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6
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Lau PW, Lau EY, Wang JJ, Choi CR, Kim CG. A Pilot Study of the Attractive Features of Active Videogames Among Chinese Primary School Children. Games Health J 2017; 6:87-96. [DOI: 10.1089/g4h.2016.0021] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023] Open
Affiliation(s)
- Patrick W.C. Lau
- Department of Physical Education, Faculty of Social Sciences, Hong Kong Baptist University, Hong Kong
| | - Erica Y. Lau
- School of Kinesiology, University of British Columbia, Vancouver, Canada
| | - Jing Jing Wang
- Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong
| | - Cheong-rak Choi
- Division of Sport Science, College of Science and Technology, Konkuk University, Seoul, South Korea
| | - Chang Gyun Kim
- Division of Sports Science, College of Arts and Design, Gachon University, Seongnam, South Korea
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7
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Song M, Carroll DD, Lee SM, Fulton JE. Active Gaming Among High School Students—United States, 2010. Games Health J 2015; 4:325-31. [PMID: 26182221 DOI: 10.1089/g4h.2014.0126] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- MinKyoung Song
- School of Nursing, University of Michigan, Ann Arbor, Michigan
- Epidemic Intelligence Service, Centers for Disease Control and Prevention, Atlanta, Georgia
- Division of Nutrition, Physical Activity, and Obesity, Centers for Disease Control and Prevention, Atlanta, Georgia
| | - Dianna D. Carroll
- Division of Human Development and Disability, Centers for Disease Control and Prevention, Atlanta, Georgia
- Commissioned Corps, U.S. Public Health Service, Atlanta, Georgia
| | - Sarah M. Lee
- Division of Population Health, Centers for Disease Control and Prevention, Atlanta, Georgia
| | - Janet E. Fulton
- Division of Nutrition, Physical Activity, and Obesity, Centers for Disease Control and Prevention, Atlanta, Georgia
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Simons M, Brug J, Chinapaw MJM, de Boer M, Seidell J, de Vet E. Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents. PLoS One 2015; 10:e0126023. [PMID: 26153884 PMCID: PMC4496035 DOI: 10.1371/journal.pone.0126023] [Citation(s) in RCA: 25] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/21/2014] [Accepted: 03/26/2015] [Indexed: 11/18/2022] Open
Abstract
OBJECTIVE The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. METHODS We assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted. RESULTS The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period. CONCLUSIONS The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group. The intervention did result in less self-reported sedentary screen time, although these results are likely biased by social desirability. TRIAL REGISTRATION Dutch Trial Register NTR3228.
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Affiliation(s)
- Monique Simons
- Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, The Netherlands
- Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, The Netherlands
- TNO, Expertise Centre Life Style, Leiden, The Netherlands
- * E-mail:
| | - Johannes Brug
- Department of Epidemiology & Biostatistics and EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands
| | - Mai J. M. Chinapaw
- Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, The Netherlands
- Department of Public and Occupational Health and the EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands
| | - Michiel de Boer
- Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, The Netherlands
| | - Jaap Seidell
- Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, The Netherlands
| | - Emely de Vet
- Chairgroup Strategic Communication, Sub-department Communication, Philosophy and Technology: Centre for Integrative Development, Wageningen University and Research Centre Wageningen, Wageningen, The Netherlands
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9
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Alonso-Fernández N, Jiménez-García R, Alonso-Fernández L, Hernández-Barrera V, Palacios-Ceña D. Health factors related to physical activity among children and adolescents: results from Spanish National Health Surveys 2006 and 2011/12. J SPEC PEDIATR NURS 2015; 20:193-202. [PMID: 25864457 DOI: 10.1111/jspn.12113] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/07/2014] [Revised: 03/05/2015] [Accepted: 03/12/2015] [Indexed: 11/28/2022]
Abstract
PURPOSE To describe the prevalence of physical activity during leisure time among children ages 6-14 in 2006 and 2011/12. DESIGN AND METHODS A cross-sectional study used individualized data for children 6-14 years of age from the Spanish National Health Surveys in 2006 (n = 5,108 children) and 2011/12 (n = 3,265 children). RESULTS Leisure time decreased between 2006 and 2011/12(p < .05). Variables associated with increased physical activity were: normal weight (odds ratio [OR] = 1.87; 95% confidence interval [CI]: 1.37-2.57), children perceived to be in good health by their parents (OR = 2.03;95% CI: 1.43-2.87), and less than 2 hr of screen time per day(OR = 2.00; 95% CI: 1.61-2.47). PRACTICE IMPLICATIONS Primary care-based nurses are essential to improving adherence to physical activity.
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Affiliation(s)
- Nazaret Alonso-Fernández
- Department of Medicine and Surgery, Psychology, Preventive Medicine and Public Health and Immunology, and Medical Microbiology, Universidad Rey Juan Carlos, Madrid, Spain
| | - Rodrigo Jiménez-García
- Department of Medicine and Surgery, Psychology, Preventive Medicine and Public Health and Immunology, and Medical Microbiology, Universidad Rey Juan Carlos, Madrid, Spain
| | - Leticia Alonso-Fernández
- Department of Medicine and Surgery, Psychology, Preventive Medicine and Public Health and Immunology, and Medical Microbiology, Universidad Rey Juan Carlos, Madrid, Spain
| | - Valentín Hernández-Barrera
- Department of Medicine and Surgery, Psychology, Preventive Medicine and Public Health and Immunology, and Medical Microbiology, Universidad Rey Juan Carlos, Madrid, Spain
| | - Domingo Palacios-Ceña
- Department of Physiotherapy, Occupational Therapy, Rehabilitation, and Physical Medicine, Universidad Rey Juan Carlos, Madrid, Spain
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10
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Tate DF, Lyons EJ, Valle CG. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games. Diabetes Spectr 2015; 28:45-54. [PMID: 25717278 PMCID: PMC4334081 DOI: 10.2337/diaspect.28.1.45] [Citation(s) in RCA: 73] [Impact Index Per Article: 8.1] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/25/2022]
Abstract
IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change.
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Affiliation(s)
- Deborah F. Tate
- Departments of Health Behavior and Nutrition, Gillings School of Global Public Health, University of North Carolina at Chapel Hill, Chapel Hill, NC
| | - Elizabeth J. Lyons
- Institute for Translational Sciences, The University of Texas Medical Branch, Galveston, TX
| | - Carmina G. Valle
- Cancer Health Disparities Training Program, Gillings School of Global Public Health, University of North Carolina at Chapel Hill, CHapel Hill, NC
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11
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Simons M, de Vet E, Brug J, Seidell J, Chinapaw MJ. Active and non-active video gaming among Dutch adolescents: Who plays and how much? J Sci Med Sport 2014; 17:597-601. [DOI: 10.1016/j.jsams.2013.10.250] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/23/2013] [Revised: 10/15/2013] [Accepted: 10/24/2013] [Indexed: 11/26/2022]
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12
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Liang Y, Lau PWC, Huang WYJ, Maddison R, Baranowski T. Validity and reliability of questionnaires measuring physical activity self-efficacy, enjoyment, social support among Hong Kong Chinese children. Prev Med Rep 2014; 1:48-52. [PMID: 26844039 PMCID: PMC4721292 DOI: 10.1016/j.pmedr.2014.09.005] [Citation(s) in RCA: 33] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022] Open
Abstract
Background Physical activity (PA) correlates have not been extensively studied in Hong Kong children. Objective The aim of this study is to assess the validity and reliability of translated scales to measure PA related self-efficacy, enjoyment and social support in Hong Kong Chinese children. Methods Sample 1 (n = 273, aged 8–12 years) was recruited (May–June, 2013) from two primary schools. Confirmatory factor analyses (CFA) were conducted to assess factorial validity. Criterion validity was assessed by correlating measured constructs with self-reported PA. Cronbach's alpha was computed to assess scale internal consistency. The intraclass correlation coefficient (ICC) was performed to assess scale test–retest reliability. Criterion validity was further examined in Sample 2 (n = 84, aged 8–12 years) from a third school by correlating measured constructs with objectively measured PA collected in September 2013 and February 2014. Results The CFA results supported the one-factor structure of the scales. All PA correlates were significantly (p < 0.01) associated with self-reported PA in Sample 1. Self-efficacy and enjoyment were significantly (p < 0.05) correlated with objectively measured PA in Sample 2. All the scales demonstrated acceptable internal consistency. All ICC values of the scales suggested acceptable test–retest reliability. Conclusion The results provide psychometric support for using the scales to measure PA correlates among Hong Kong Chinese children. Validity and reliability of translated scales measuring PA correlates were assessed among Hong Kong children. Confirmatory factory analyses supported the scale factorial validity. Scale criterion validity was supported by significant correlation between each construct with self-reported PA. Scale internal consistency and test-rest reliability were all acceptable. Scale criterion validity (self-efficacy and enjoyment) was further demonstrated with objectively measured physical activity in a smaller sample.
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Affiliation(s)
- Yan Liang
- Department of Physical Education, Hong Kong Baptist University, Hong Kong
| | - Patrick W C Lau
- Department of Physical Education, Hong Kong Baptist University, Hong Kong
| | - Wendy Y J Huang
- Department of Physical Education, Hong Kong Baptist University, Hong Kong
| | - Ralph Maddison
- National Institute for Health Innovation, University of Auckland, New Zealand
| | - Tom Baranowski
- USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX, United States
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13
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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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14
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Simons M, de Vet E, Chinapaw MJ, de Boer M, Seidell JC, Brug J. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses. JMIR Serious Games 2014; 2:e4. [PMID: 25654657 PMCID: PMC4307820 DOI: 10.2196/games.3092] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2013] [Revised: 03/04/2014] [Accepted: 03/10/2014] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. OBJECTIVE The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. METHODS A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. RESULTS Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). CONCLUSIONS Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming, indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents.
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Affiliation(s)
- Monique Simons
- EMGO Institute for Health and Care Research, Department of Health Sciences, VU University Amsterdam, Amsterdam, Netherlands.
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15
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Simons M, Chinapaw MJM, van de Bovenkamp M, de Boer MR, Seidell JC, Brug J, de Vet E. Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial. BMC Public Health 2014; 14:275. [PMID: 24661535 PMCID: PMC3987926 DOI: 10.1186/1471-2458-14-275] [Citation(s) in RCA: 16] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2013] [Accepted: 03/13/2014] [Indexed: 11/29/2022] Open
Abstract
Background Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games –i.e. active games- may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. Methods/Design The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12 – 16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents’ measured BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents’ self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games. Discussion This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents. Trial registration Dutch Trial register NTR3228.
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Affiliation(s)
- Monique Simons
- Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, De Boelelaan 1085, 1081 HV Amsterdam, The Netherlands.
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16
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Allsop S, Rumbold PLS, Debuse D, Dodd-Reynolds C. Real Life Active Gaming Practices of 7–11-Year-Old Children. Games Health J 2013. [DOI: 10.1089/g4h.2013.0050] [Citation(s) in RCA: 10] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Susan Allsop
- Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle upon Tyne, United Kingdom
| | - Penny Louise Sheena Rumbold
- Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle upon Tyne, United Kingdom
| | - Dorothée Debuse
- Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle upon Tyne, United Kingdom
| | - Caroline Dodd-Reynolds
- Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle upon Tyne, United Kingdom
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Baranowski T, Adamo K, Hingle M, Maddison R, Maloney A, Simons M, Staiano A. Gaming, Adiposity, and Obesogenic Behaviors Among Children. Games Health J 2013. [PMID: 26196724 DOI: 10.1089/g4h.2013.0034] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Videogames in general have been maligned for causing obesity because of their inherent sedentariness, whereas exergames have been both maligned for requiring low levels of activity and extolled for requiring physical activity to move game play along. The intensity and duration of physical activity resulting from exergame play have shown varying results, and they have been explored for use in obesity treatment and prevention, primarily among children. Other videogames have been developed and tested to help children change their diet and physical activity practices with various outcomes. As a field of inquiry, we are in the earliest stages of understanding how, or under what circumstances, videogames can influence all these behavioral and health outcomes. To deal with these complexities, we have assembled a group of investigators who have made important, but diverse, contributions to this research agenda and asked them to address five key child obesity-related issues in a Roundtable format. Brief biosketches are presented at the end of this article.
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Affiliation(s)
- Tom Baranowski
- 1 Baylor College of Medicine , Houston, Texas; and Editor, Games for Health Journal: Research, Development, and Clinical Applications
| | - Kristi Adamo
- 2 Children's Hospital of Eastern Ontario Research Institute , Ottawa, Ontario, Canada
| | | | | | - Ann Maloney
- 5 University of Massachusetts , Worcester, Massachusetts
| | - Monique Simons
- 6 EMGO Institute for Health and Care Research , VU, Body@Work, Amsterdam, The Netherlands .,7 TNO , Leiden and Amsterdam, The Netherlands
| | - Amanda Staiano
- 8 Pennington Biomedical Research of the Louisiana State University , Baton Rouge, Louisiana
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Gubbels JS, van Assema P, Kremers SPJ. Physical Activity, Sedentary Behavior, and Dietary Patterns among Children. Curr Nutr Rep 2013; 2:105-112. [PMID: 23638341 PMCID: PMC3637646 DOI: 10.1007/s13668-013-0042-6] [Citation(s) in RCA: 74] [Impact Index Per Article: 6.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Abstract
Energy balance-related behavioral patterns find their origin in early childhood. The current paper provides an overview of studies that have examined such behavioral patterns, i.e., the clustering of dietary behaviors, physical activity, and/or sedentary behavior. The paper discusses the importance of examining energy balance-related behavioral patterns in children, outlines methods to examine these patterns, and provides examples of patterns that have been found (e.g., the universal sedentary-snacking and healthy intake patterns, as well as more unique or local patterns), child and parental characteristics predicting such patterns (e.g., child gender and maternal educational level), and the relationship of these patterns with overweight and related measures.
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Affiliation(s)
- Jessica S Gubbels
- Department of Health Promotion, Maastricht University, PO Box 616, 6200 MD Maastricht, the Netherlands
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