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Ahn SJG, Schmidt MD, Tate AD, Rathbun S, Annesi JJ, Hahn L, Novotny E, Okitondo C, Grimsley RN, Johnsen K. Virtual fitness buddy ecosystem: a mixed reality precision health physical activity intervention for children. NPJ Digit Med 2024; 7:134. [PMID: 38773297 PMCID: PMC11109260 DOI: 10.1038/s41746-024-01133-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2023] [Accepted: 05/08/2024] [Indexed: 05/23/2024] Open
Abstract
6-11-year-old children provide a critical window for physical activity (PA) interventions. The Virtual Fitness Buddy ecosystem is a precision health PA intervention for children integrating mixed reality technology to connect people and devices. A cluster randomized, controlled trial was conducted across 19 afterschool sites over two 6-month cohorts to test its efficacy in increasing PA and decreasing sedentary behavior. In the treatment group, a custom virtual dog via a mixed reality kiosk helped children set PA goals while sharing progress with parents to receive feedback and support. Children in the control group set PA goals using a computer without support from the virtual dog or parents. 303 children had 8+ hours of PA data on at least one day of each of the 3 intervention time intervals. Conversion of sedentary time was primarily to light-intensity PA and was strongest for children with low baseline moderate-to-vigorous PA than children above 45 min of baseline moderate-to-vigorous PA. Findings suggest that the VFB ecosystem can promote sustainable PA in children and may be rapidly diffused for widespread public health impact.
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Affiliation(s)
- Sun Joo Grace Ahn
- Grady College of Journalism and Mass Communication, University of Georgia, Athens, GA, USA.
| | | | - Allan D Tate
- Epidemiology and Biostatistics, College of Public Health, University of Georgia, Athens, GA, USA
| | - Stephen Rathbun
- Epidemiology and Biostatistics, College of Public Health, University of Georgia, Athens, GA, USA
| | - James J Annesi
- Kinesiology Department, California State University, Monterey Bay, Seaside, CA, USA
| | - Lindsay Hahn
- Department of Communication, University at Buffalo, Buffalo, NY, USA
| | - Eric Novotny
- Workplace Research and Insights, Haworth, Inc., Holland, MI, 49424, USA
| | - Christian Okitondo
- Epidemiology and Biostatistics, College of Public Health, University of Georgia, Athens, GA, USA
| | - Rebecca N Grimsley
- Center for Advanced Computer-Human Ecosystems, University of Georgia, Athens, GA, USA
| | - Kyle Johnsen
- College of Engineering, University of Georgia, Athens, GA, USA
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2
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Mohd Sidek NN, Mat Rosly M, Abd Razak NA. Children's Physiological and Perceptual Responses to Sports Exergames When Played in Different Positions. CHILDREN (BASEL, SWITZERLAND) 2023; 10:1489. [PMID: 37761450 PMCID: PMC10529419 DOI: 10.3390/children10091489] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/26/2023] [Revised: 06/13/2023] [Accepted: 08/24/2023] [Indexed: 09/02/2023]
Abstract
Today's children are prone to becoming involved in exergames, but their positions during play have not been sufficiently investigated to determine whether the positions they adopt result in equal responses. The design of this study involved the collection of physiological and perceptual responses (i.e., heart rate (HR), rating of perceived exertion, and enjoyment score) during exergames in three different sports (bowling, tennis, and boxing) with players in different positions (sitting and standing). The participants played each game for 10 min while their HR was recorded. After the gameplay, each perceptual response was retrieved. The results revealed a significant increase in HR above rest during exergaming overall (p < 0.001). Standing gameplay resulted in a significantly higher HR (p < 0.001) than seated gameplay. Compared to tennis and bowling, boxing produced the highest physiological response (p < 0.001) and perceived exertion (p < 0.05) in both positions. The participants perceived all the sports exergames to be enjoyable, as their enjoyment scores did not significantly differ for each game (p > 0.5). For all the variables, no statistically significant differences between genders were identified (p > 0.5). This home-based intervention demonstrated that sports exergames are not only enjoyable; overall, they can provide at least moderately intense physical activity, whether played seated or standing.
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Affiliation(s)
- Nur Nashruha Mohd Sidek
- Department of Biomedical Engineering, Faculty of Engineering, Universiti Malaya, Kuala Lumpur 50603, Malaysia; (N.N.M.S.); (N.A.A.R.)
| | - Maziah Mat Rosly
- Department of Physiology, Faculty of Medicine, Universiti Malaya, Kuala Lumpur 50603, Malaysia
| | - Nasrul Anuar Abd Razak
- Department of Biomedical Engineering, Faculty of Engineering, Universiti Malaya, Kuala Lumpur 50603, Malaysia; (N.N.M.S.); (N.A.A.R.)
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3
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Chow DHK, Mann SKF. Exergaming and education: a relational model for games selection and evaluation. Front Psychol 2023; 14:1197403. [PMID: 37484077 PMCID: PMC10359147 DOI: 10.3389/fpsyg.2023.1197403] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2023] [Accepted: 06/23/2023] [Indexed: 07/25/2023] Open
Abstract
Exergaming, or technology-driven physical exercise, has gained popularity in recent years. Its applications include physical education, health promotion, and rehabilitation. Although studies have obtained promising results regarding the positive effects of exergaming, the outcomes of exergaming for different populations remain undetermined. Inconsistencies in the literature on this topic have multiple potential explanations, including the content and demand of the exergames and the capability of the exergamer. A model with a sound theoretical framework is required to facilitate matching between games and gamers. This article proposes a relational model based on a matrix of Bloom's taxonomy of learning domains and the performance components of exergames. Appropriate matching of the physical demands of an exergame and the ability of the exergamer would enhance the effective usage of exergaming for individuals with various needs. This theory-based exergame model is developed to promote the general development, physical status, and psychosocial well-being of students, older adults, and individuals with rehabilitation needs. This model may provide a resource for future research on the application, effectiveness, and design of exergaming.
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O'Loughlin EK, Sabiston CM, O'Rourke RH, Bélanger M, Sylvestre MP, O'Loughlin JL. Exergaming Among Young Adults in Canada: Longitudinal Study. JMIR Serious Games 2023; 11:e41553. [PMID: 36952329 DOI: 10.2196/41553] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 02/26/2023] [Accepted: 03/13/2023] [Indexed: 03/14/2023] Open
Abstract
BACKGROUND Exergaming may be an important option to support an active lifestyle, especially during pandemics. OBJECTIVE Our objectives were: (i) to explore whether exergaming status from before to during the COVID-19 pandemic (stopped, started, sustained exergaming, never-exergamed) related to changes in walking, moderate-to-vigorous physical activity (MVPA), or meeting MVPA guidelines; and (ii) among past-year exergamers, to describe change in minutes/week exergaming from before to during the pandemic. METHODS 681 participants (M(SD) age=33.6(0.5), 41% male) from the 22-year NDIT study provided data on walking, MVPA, and exergaming before (2017-20) and during the COVID-19 pandemic (2021). Physical activity (PA) change scores were described by exergaming status. RESULTS 62.4% of participants never exergamed, 8.2% started exergaming during the pandemic, 19.7% stopped, and 9.7% sustained exergaming. Declines were observed in all three PA indicators in all four groups. Among the more salient findings: (i) participants who started exergaming during COVID-19 reported the highest MVPA levels before and during the pandemic and declined the least (mean -35 minutes/week) (ii) sustained exergamers reported the lowest MVPA levels during the pandemic (median 66 minutes/week), and they declined the most in MVPA (mean change of -92 minutes/week) and in meeting MVPA guidelines (-23.6%). During the pandemic, starters reported 85 minutes of exergaming/week and sustained exergamers increased exergaming by a median 60 minutes/week. CONCLUSIONS Although starting and sustaining exergaming did not appear to help exergamers maintain pre-pandemic PA levels, exergaming can contribute a substantial proportion of total PA in young adults and may still represent a useful option to promote PA during pandemics. CLINICALTRIAL Not applicable.
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Affiliation(s)
- Erin K O'Loughlin
- Centre de recherche du centre hospitalier de l'Université de Montréal (CRCHUM), 850 Saint-Denis (S03-458), Montreal, CA
- Faculty of Kinesiology and Physical Education, University of Toronto, Toronto, CA
| | - Catherine M Sabiston
- Faculty of Kinesiology and Physical Education, University of Toronto, Toronto, CA
| | - Roxy H O'Rourke
- Faculty of Kinesiology and Physical Education, University of Toronto, Toronto, CA
| | - Mathieu Bélanger
- Department of Family and Emergency Medicine, Université de Sherbrooke, Moncton, CA
- Centre de formation médicale du Nouveau-Brunswick, Moncton, CA
| | - Marie-Pierre Sylvestre
- Centre de recherche du centre hospitalier de l'Université de Montréal (CRCHUM), 850 Saint-Denis (S03-458), Montreal, CA
- Department of Social and Preventive Medicine, Université de Montréal, Montreal, CA
| | - Jennifer L O'Loughlin
- Centre de recherche du centre hospitalier de l'Université de Montréal (CRCHUM), 850 Saint-Denis (S03-458), Montreal, CA
- Department of Social and Preventive Medicine, Université de Montréal, Montreal, CA
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5
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Brodersen K, Hammami N, Katapally TR. Is excessive smartphone use associated with weight status and self-rated health among youth? A smart platform study. BMC Public Health 2023; 23:234. [PMID: 36737745 PMCID: PMC9896672 DOI: 10.1186/s12889-023-15037-8] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/15/2022] [Accepted: 01/12/2023] [Indexed: 02/05/2023] Open
Abstract
BACKGROUND In Canada, it is recommended that youth limit screen time to less than two hours per day, yet, the majority of youth are reportedly spending a significantly higher amount of time in front of a screen. This is particularly concerning given that these recommendations do not take into account smartphone devices, which is the most common screen time technology of choice for the younger generations. This study implements an innovative approach to understanding screen time behavior and aims to investigate the unique relationship between smartphone specific screen time and physical health outcomes. METHODS This cross-sectional study is part of the Smart Platform, a digital epidemiological and citizen science initiative. 436 youth citizen scientists, aged 13-21 years, provided all data via their own smartphones using a custom-built smartphone application. Participants completed a 124-item baseline questionnaire which included validated self-report surveys adapted to collect data specifically on smartphone use (internet use, gaming, and texting), demographic characteristics, and physical health outcomes such as weight status and self-rated health. Binary regression models determined the relationship between smartphone use and physical health outcomes. RESULTS Overall participants reported excessive smartphone use in all categories. 11.4% and 12% of the 436 youth participants reported using their smartphone excessively (greater than 2 h per day) during the week and weekend respectively for gaming and were over 2 times more likely than their peers to fall within an overweight/obese BMI status. Excessive weekend gaming was also associated with self-rated health where participants were over 2 times more likely than their peers to report poor self-rated health. CONCLUSIONS The results indicate that excessive screen time on smartphones does have complex associations with youth health. Further investigation with more robust study designs is needed to inform smartphone-specific screen time guidelines for youth.
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Affiliation(s)
- Kayla Brodersen
- grid.57926.3f0000 0004 1936 9131Johnson Shoyama Graduate School of Public Policy, University of Regina, 2155 College Ave, Regina, Saskatchewan S4M 0A1 Canada
| | - Nour Hammami
- Trent University Durham, 55 Thornton Road South, Oshawa, Ontario L1J 5Y1 Canada
| | - Tarun Reddy Katapally
- DEPtH Lab, School of Health Studies, Faculty of Health Sciences, Western University, 1151 Richmond St, London, Ontario, N6A 3K7, Canada. .,Department of Epidemiology and Biostatistics, Schulich School of Medicine and Dentistry, Western University, London, Ontario, N6A 3K7, Canada. .,Children's Health Research Institute, Lawson Health Research Institute, London, Ontario, N6C2R5, Canada.
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6
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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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7
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Schwarz A, Cardon G, Chastin S, Stragier J, De Marez L, DeSmet A. Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18147444. [PMID: 34299895 PMCID: PMC8305797 DOI: 10.3390/ijerph18147444] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Revised: 06/29/2021] [Accepted: 07/08/2021] [Indexed: 11/25/2022]
Abstract
Physical activity interventions for youth are direly needed given low adherence to physical activity guidelines, but many interventions suffer from low user engagement. Exergames that require bodily movement while played may provide an engaging form of physical activity intervention but are not perceived as engaging to all. This study aimed to evaluate whether dynamic tailoring in a narrative-driven mobile exergame for adolescents played in leisure settings, can create higher user engagement compared to a non-tailored exergame. A cluster-randomized controlled trial assessed differences in user engagement between a dynamically tailored (based on an accelerometer sensor integrated in a T-shirt) and non-tailored condition. In total, 94 participants (M age = 14.61 ± 1.93; 35% female) participated and were assigned to one of the two conditions. User engagement was measured via a survey and game metric data. User engagement was low in both conditions. Narrative sensation was higher in the dynamically tailored condition, but the non-tailored condition showed longer play-time. User suggestions to create a more appealing game included simple and more colorful graphics, avoiding technical problems, more variety and shorter missions and multiplayer options. Less cumbersome or more attractive sensing options than the smart T-shirt may offer a more engaging solution, to be tested in future research.
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Affiliation(s)
- Ayla Schwarz
- Consumption and Healthy Lifestyles, Faculty of Social Sciences, Wageningen University & Research, 6708 PB Wageningen, The Netherlands;
| | - Greet Cardon
- Department of Movement and Sport Sciences, Ghent University, 9000 Ghent, Belgium;
| | - Sebastien Chastin
- School of Health and Life Science, Caledonian University, Glasgow G4 0BA, UK;
| | - Jeroen Stragier
- IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium; (J.S.); (L.D.M.)
| | - Lieven De Marez
- IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium; (J.S.); (L.D.M.)
| | - Consortium SmartLife
- KnowledgeBizConsulting, and Faculdade de Ciências e Tecnologia, Universidade NOVA, 1099-085 Lisbon, Portugal;
| | - Ann DeSmet
- Research Center for the Promotion of Health, Prosocial Behavior and Wellbeing PACE, Faculty of Psychological and Educational Sciences, Université Libre de Bruxelles, 1050 Brussels, Belgium
- Department of Communication Studies, University of Antwerp, 2000 Antwerp, Belgium
- Correspondence: ; Tel.: +32-(26)-503282
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8
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Ito N, Petrella A, Sabiston C, Fisher A, Pugh G. A Systematic Review and Narrative Synthesis of Exercise Interventions to Manage Fatigue Among Children, Adolescents, and Young Adults with Cancer. J Adolesc Young Adult Oncol 2021; 10:361-378. [PMID: 33625879 DOI: 10.1089/jayao.2020.0136] [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: 10/22/2022] Open
Abstract
Exercise is known to improve fatigue among adult cancer patients however there is limited understanding of this relationship in children, adolescents, and young adults (AYA) with cancer. The aim is to evaluate the effect of exercise on fatigue outcomes among children and AYA with cancer and to identify important parameters of exercise (frequency, intensity, time, type, and setting), which may be relevant for future intervention design. A systematic search of PubMed, MedLine, CENTRAL, Embase, and Web of Science databases was conducted in December 2019, for studies within the last decade, reporting the effect of exercise on fatigue among cancer patients and survivors 0-24 years of age. Quality assessment was conducted using the Physiotherapy Evidence Database (PEDro) and "Before/After Studies with No Control Group" scales. Seventeen studies (n = 681 participants) were included, of which six were randomized controlled trials (RCTs), and the remaining being pilot (n = 5) or feasibility studies (n = 6). Across studies there was great heterogeneity in intervention delivery, frequency (range: 1-7 days a week), time (range: 10-60 minutes), and duration (range: 3-24 weeks). A positive effect of exercise on fatigue was observed, however, most changes in fatigue were not statistically significant. Exercise is beneficial for reducing fatigue in young cancer patients. However, due to the heterogeneity and quality of existing interventions, firm conclusions about the most effective mode and format of exercise intervention cannot be drawn. There is a need for more definitive large-scale RCTs that can provide data of sufficient quality.
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Affiliation(s)
- Nonoka Ito
- Centre for Sports and Exercise Medicine, Queen Mary University of London, London, United Kingdom
| | - Anika Petrella
- Department of Kinesiology, University of Toronto, Toronto, Canada
| | | | - Abigail Fisher
- Department of Behavioral Science and Health, University College London, London, United Kingdom
| | - Gemma Pugh
- Centre for Sports and Exercise Medicine, Queen Mary University of London, London, United Kingdom
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Irandoust K, Taheri M, H'mida C, Neto GR, Trabelsi K, Ammar A, Souissi N, Chtourou H, Nikolaidis PT, Rosemann T, Knechtle B. Exergaming and Aquatic Exercises Affect Lung Function and Weight Loss in Obese Children. Int J Sports Med 2020; 42:566-572. [PMID: 33176381 DOI: 10.1055/a-1289-9307] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
Abstract
We investigated the effect of exergames and aquatic exercises on lung function and weight loss in obese children. Sixty-one obese male primary-school children were randomly allocated to video game, aquatic exercise, and control groups. Lung functions and anthropometric variables were measured before and after the intervention and after one month (follow-up). In the video game group, an Xbox Kinect game was played for 60 min during three sessions a week. The aquatic aerobic exercise was performed three times per week and consisted of a warm-up, main exercises, and a cool down phase. For the video game group, there was a significant reduction in body weight between (i) pre- and (ii) post-intervention and follow-up. In the aquatic exercise group, there was a significant reduction in body weight between pre- and post-intervention and between pre-intervention and follow-up. Both exercise groups improved the waist/hip ratio index compared to the control group. Forced vital capacity was significantly improved in the follow-up of the video game group and the aquatic exercise group compared to the control group. A significant improvement was found in forced expiratory volume in the first second at post-intervention and follow-up in the video game and the aquatic exercise groups. Exergames and aquatic exercises improved weight loss and lung function in obese children.
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Affiliation(s)
- Khadijeh Irandoust
- Faculty of Social Sciences, Imam Khomeini International University, Qazvin, Iran
| | - Morteza Taheri
- Faculty of Social Sciences, Imam Khomeini International University, Qazvin, Iran
| | - Cyrine H'mida
- Education, Motricity, Sport and Health (EM2S), High Institute of Sport and Physical Education, University of Sfax, Sfax, Tunisia.,Institut Supérieur du Sport et de l'Education Physique de Sfax, Université de Sfax, Sfax, Tunisie
| | - Gabriel Rodrigues Neto
- Center for Higher Education and Development (CESED - UNIFACISA / FCM / ESAC), Campina Grande, Paraíba, Brazil
| | - Khaled Trabelsi
- Education, Motricity, Sport and Health (EM2S), High Institute of Sport and Physical Education, University of Sfax, Sfax, Tunisia.,Institut Supérieur du Sport et de l'Education Physique de Sfax, Université de Sfax, Sfax, Tunisie
| | - Achraf Ammar
- Institute of Sport Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Nizar Souissi
- Activité Physique, Sport et Santé, UR18JS01, Observatoire National du Sport, Tunis, Tunisie
| | - Hamdi Chtourou
- Institut Supérieur du Sport et de l'Education Physique de Sfax, Université de Sfax, Sfax, Tunisie.,Activité Physique, Sport et Santé, UR18JS01, Observatoire National du Sport, Tunis, Tunisie
| | | | - Thomas Rosemann
- Institute of Primary Care, University of Zurich, Zurich, Switzerland
| | - Beat Knechtle
- Institute of Primary Care, University of Zurich, Zurich, Switzerland.,Medbase St. Gallen Am Vadianplatz, St. Gallen, Switzerland
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10
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O'Loughlin E, Sabiston CM, Kakinami L, McGrath JJ, Consalvo M, O'Loughlin JL, Barnett TA. Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis. JMIR Serious Games 2020; 8:e16261. [PMID: 32538792 PMCID: PMC7325003 DOI: 10.2196/16261] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/14/2019] [Revised: 02/20/2020] [Accepted: 03/05/2020] [Indexed: 02/03/2023] Open
Abstract
Background Exergaming is associated with positive health benefits; however, little is known about what motivates young people to exergame. Objective This study aimed to develop a new Reasons to Exergame (RTEX) scale and describe its psychometric properties (Study 1) including test-retest reliability (Study 2). We also examined the test-retest reliability of self-report exergaming behavior measures (Study 2). Methods We identified scale items in consultation with experts. In Study 1, we conducted an Exploratory Factor Analysis of RTEX and examined how the factors identified relate to exergaming frequency and intensity in a population-based sample of 272 young adults. In Study 2, we examined the test-retest reliability of RTEX factors and self-report measures of past-week exergaming frequency and intensity among 147 college students. Results We identified four factors in RTEX: exergaming for fitness, exergaming for enjoyment, preferring exergaming over other gaming options, and choosing exergaming over competing interests (eg, sports). Test-retest reliability of RTEX factors (ICC 0.7-0.8) and self-report exergaming frequency (ICC 0.4-0.9) was adequate. Exergaming for fitness and enjoyment were positively associated with the frequency of exergaming with friends and family, and with exergaming intensity. Preferring exergaming over other gaming options and choosing exergaming over competing interests (eg, sports) were not related to exergaming behavior. Conclusions RTEX is a psychometrically sound scale with four factors that measure reasons to exergame. Replication of these findings is needed in larger, more diverse samples.
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Affiliation(s)
- Erin O'Loughlin
- Centre de Recherche du CHUM, Concordia University, Montreal, QC, Canada.,Department of Social and Preventive Medicine, Université de Montréal, Montreal, QC, Canada.,Individualized Program Department, Concordia University, Montreal, QC, Canada
| | - Catherine M Sabiston
- Division of Neurosurgery, Faculty of Kinesiology and Physical Education, University of Toronto, Toronto, ON, Canada
| | - Lisa Kakinami
- Department of Family Medicine, McGill University, Montreal, QC, Canada.,PERFORM Centre, Concordia University, Montreal, QC, Canada
| | - Jennifer J McGrath
- PERFORM Centre, Concordia University, Montreal, QC, Canada.,Psychology Department, Concordia University, Montreal, QC, Canada
| | - Mia Consalvo
- Department of Family Medicine, McGill University, Montreal, QC, Canada
| | - Jennifer L O'Loughlin
- Department of Social and Preventive Medicine, Université de Montréal, Montreal, QC, Canada
| | - Tracie A Barnett
- Department of Family Medicine, McGill University, Montreal, QC, Canada.,Sainte-Justine Research Centre, Université de Montréal, Montreal, QC, Canada.,Epidemiology and Biostatistics Unit, Centre Armand-Frappier Santé Biotechnologie, Institut National de la Recherche Scientifique, Laval, QC, Canada
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11
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Berg J, Moholdt T. Game on: a cycling exergame can elicit moderate-to-vigorous intensity. A pilot study. BMJ Open Sport Exerc Med 2020; 6:e000744. [PMID: 32341801 PMCID: PMC7173991 DOI: 10.1136/bmjsem-2020-000744] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/10/2020] [Indexed: 01/29/2023] Open
Abstract
Objectives The aims of this pilot study were to investigate oxygen uptake (V̇O2) while playing a cycling exergame to assess exercise intensity to determine its potential as a feasible exercise alternative to improve aerobic fitness, and to assess the validity of using heart rate (HR) to estimate V̇O2 in exergaming. Methods Five males (age: 32±8; peak oxygen uptake (V̇O2peak): 47.9±7.8 mL·kg−1·min−1) and five females (age: 27±3; V̇O2peak: 33.9±4.6 mL·kg−1·min−1) played the cycling exergame ‘Pedal Tanks’ for 45 min, with measurements of HR and V̇O2. Results Average and peak V̇O2 during exergaming were 61.7±10.1% and 78.3±11.7% of V̇O2peak, respectively, whereas average and peak HR were 80.0±9.4% and 91.5%±6.7% of HRpeak. There was a strong positive correlation between V̇O2 and HR for all participants (p<0.05) although estimated V̇O2 from HR was 9% higher than that measured during exergaming. Conclusion Our preliminary data suggest that the cycling exergame we investigated can elicit moderate-to-vigorous intensities and may therefore be a viable alternative to conventional aerobic exercise. The exercise intensity during exergaming was overestimated when using HR alone.
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Affiliation(s)
- Jonathan Berg
- Department of Circulation and Medical Imaging, Norwegian University of Science and Technology, Trondheim, Norway.,St Olav's University Hospital, Trondheim, Norway
| | - Trine Moholdt
- Department of Circulation and Medical Imaging, Norwegian University of Science and Technology, Trondheim, Norway.,St Olav's University Hospital, Trondheim, Norway
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12
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O'Loughlin EK, Dutczak H, Kakinami L, Consalvo M, McGrath JJ, Barnett TA. Exergaming in Youth and Young Adults: A Narrative Overview. Games Health J 2020; 9:314-338. [PMID: 32017864 DOI: 10.1089/g4h.2019.0008] [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: 01/08/2023] Open
Abstract
Because of rapid evolution in exergaming technology and content, the literature on the benefits of exergaming needs ongoing review. Updated syntheses incorporating high-quality critical assessments of included articles can provide cutting-edge evidence to drive research and practice. The objectives were to summarize evidence from systematic reviews and meta-analyses on the association between exergaming and (1) physical activity (PA), sedentary behavior and energy expenditure (EE); and (2) body composition, body mass index (BMI), and other weight-related outcomes among persons younger than 30 years; and to summarize recommendations in the articles retained. The Elton B. Stephens Co. (ESBSCO) database for reviews was searched from January 1995 to July 2019. Data on study characteristics, findings, and recommendations for future research, game design, and intervention development were extracted from articles that met the inclusion criteria, quality scores were attributed to each article, and a narrative overview of the evidence was undertaken. Twenty-eight reviews, with 5-100 articles per review, were identified. Seventeen assessed the evidence on the association between exergaming and PA, EE, and/or sedentary behavior, and 11 examined the association with body composition, BMI, or other weight-related outcomes. There was substantial heterogeneity across reviews in objectives, definitions, and methods. A positive relationship between exergaming and EE is well documented, but whether exergaming increases PA or changes body composition is not established. The reviews retained also provide evidence that exergaming is a healthier alternative to sedentary behavior and that it can be an exciting enjoyable pastime for youth, which adds variety in PA options for health and dietary interventions. Exergaming is likely more physically health promoting than traditional videogames because of higher EE and possibly improved physical fitness and body composition. Longitudinal studies are needed to assess if exergaming reduces sedentary time, has other health benefits, or is a sustainable behavior. We recommend that exergaming interventions be designed using behavior change theory, and that future reviews use standard review criteria and include recommendations for research, game design, and intervention development.
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Affiliation(s)
- Erin K O'Loughlin
- INDI department, Concordia University, Montreal, Canada.,Department of Social and Preventive Medicine, Centre de Recherche du Centre Hospitalier de l'Université de Montreal (CRCHUM), Montreal, Canada
| | - Hartley Dutczak
- Department of Public Health, Environments and Society. Faculty of Public Health and Policy, London School of Hygiene and Tropical Medicine, 15-17 Tavistock Place, London WC1H 9SH, UK
| | - Lisa Kakinami
- Department of Mathematics and Statistics, Concordia University, Montreal, Canada.,PERFORM Centre, Concordia University, Montreal, Canada
| | - Mia Consalvo
- Communications Department, Concordia University, Montreal, Canada
| | - Jennifer J McGrath
- PERFORM Centre, Concordia University, Montreal, Canada.,Psychology Department, Concordia University, Montreal, Canada
| | - Tracie A Barnett
- Department of Family Medicine, McGill University, Montreal, Canada.,CR du CHU Sainte-Justine, Montreal, Canada.,Centre Armand Frappier Santé Biotechnologie, Laval, Canada
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13
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Custódio IG, Hino AAF, Rodriguez CC, Camargo EMD, Reis RS. EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME. ACTA ACUST UNITED AC 2019; 37:442-449. [PMID: 31621789 PMCID: PMC6821487 DOI: 10.1590/1984-0462/;2019;37;4;00019] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/07/2018] [Accepted: 05/26/2018] [Indexed: 11/21/2022]
Abstract
OBJECTIVE To describe the use of exergames, associated factors and to quantify the time attributed to the use of exergames within the time spent on video games in a sample of adolescents from Curitiba, Paraná, Brazil. METHODS This was a cross-sectional study that evaluated frequency and weekly volume of physical activities using the Physical Activity Questionnaire for Adolescents. Weekly frequency and daily time of use of exergames and videogames were self-reported. Mann-Whitney and Kruskal Wallis tests were used to compare the time spent playing exergames, and Poisson regression was used to test the associations (p<0.05). RESULTS 495 adolescents were interviewed (51.3% girls), predominantly aged between 12 and 13 years (41.3%), under/normal weight (60.4%), medium socioeconomic status (39.8 %) and from public schools (69.3%). Most of the participants did not have video games in their bedroom (74.3%) and did not reach recommended levels of physical activity (55.5%). One in five adolescents used exergames (16.4%). Age (RP: 0.54; 95%CI 0.30-0.97, p=0.039) and having a console in the bedroom (RP: 1.89; 95%CI 1.27- 2.81, p=0.002) were associated with exergame use. Male sex (X_: 195.0; AIQ: 486.3; p=0.024) practice of leisure time physical activity (X_: 160.0; AIQ: 350.0; p=0.048) were associated with weekly volume of exergame use. CONCLUSIONS Overall, less than two out of ten adolescents used exergames, and the use was higher among young adolescents and those who had a console in their bedrooms. Volume of use was higher among boys and those performing more than five hours of leisure time physical activity per week. In addition, a considerable part of the time devoted to the use of video games, was in fact, destined to the use of exergames.
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Affiliation(s)
| | | | | | | | - Rodrigo Siqueira Reis
- Washington University in St. Louis, Brown School, Saint Louis, Missouri, United States of America
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14
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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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15
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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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16
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Gaming- a bane or a boon-a systematic review. Asian J Psychiatr 2019; 42:12-17. [PMID: 30939393 DOI: 10.1016/j.ajp.2019.03.001] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/29/2018] [Revised: 02/08/2019] [Accepted: 03/04/2019] [Indexed: 12/13/2022]
Abstract
Recent trends show online/video games, have shifted from being just recreational in nature, to hazardous even resulting in the gamer's death like the blue whale game. The aim of the study is to examine associations between video/online gaming and its implication on the biopsychosocial domains of the user. Online databases were studied on gaming and its effect on behaviour, general and mental health from 1997-2017. The PICO guidelines, PRISMA flow diagram and the Rayyan software was used in identifying relevant studies. Cross referencing was done with the co-authors. A total of 41 studies were included in the final analysis. The choice of the video game is influenced by age, gender, parental mediation, as well as the players' and the game's characteristics. Excessive gaming affects both the individual himself and their interpersonal relationships, with 'internet addiction' being added as a diagnosis under DSM V. Despite its several negative consequences, over the past decade, researchers have now started to acknowledge the benefits of gamification in social, educational and even in the health sector, irrespective of the individual's age. There is a need to develop cross cultural database to understand the impact of addictive and/or promotive use of games on the biopsychosocial factors of the gamer.
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17
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Kaye LK, Levy AR. Reconceptualizing the Link Between Screen Time When Gaming with Physical Activity and Sedentary Behavior. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2018; 20:769-773. [PMID: 29243962 DOI: 10.1089/cyber.2017.0067] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
With public health concerns surrounding rates of sedentary behavior (SB), there is often speculation on the role of screen time (in which "computer gaming" is commonly encompassed) as a key contributor to this epidemic. We argue that these assertions are based upon a number of problematic assumptions. Particularly, the notion that screen time necessitates inactivity or SB can be refuted based on the empirical literature. In addition, digital gaming as one so-called problematic screen-time behavior consists of a failed assumption that all games proffer equivalent physical affordances. We argue that these assumptions should be revisited, in which a reconceptualization of screen-time activities (with specific reference to gaming) and its link with inactivity and/or SB should be a key agenda. Within this, we introduce a conceptual model of how this may be realized, with the intention that this may offer a practical guide for researchers, and indeed for health professionals in this field.
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Affiliation(s)
- Linda K Kaye
- Department of Psychology, Edge Hill University , Ormskirk, United Kingdom
| | - Andrew R Levy
- Department of Psychology, Edge Hill University , Ormskirk, United Kingdom
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18
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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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19
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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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20
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Staiano AE, Beyl RA, Hsia DS, Katzmarzyk PT, Newton RL. A 12-week randomized controlled pilot study of dance exergaming in a group: Influence on psychosocial factors in adolescent girls. CYBERPSYCHOLOGY 2018; 12:3. [PMID: 31367239 PMCID: PMC6669081 DOI: 10.5817/cp2018-2-3] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/09/2023]
Abstract
Dance exergaming, which involves playing an interactive video game that requires the player to make upper and lower body movements by dancing to music, may provide a social physical activity experience that positively impacts psychosocial health. The objective of this randomized controlled study was to examine the effects of group-based dance exergaming on adolescent girls' psychosocial health including enjoyment, subjective health, perceived peer support, and health-related quality of life. Forty-one adolescents with overweight/obesity were randomly assigned to a 12-week dance exergaming intervention or to a control group. Peer support, subjective health, and health-related quality of life (HRQOL) were assessed pre- and post-intervention, and intervention participants rated enjoyment after each exergaming session. Repeated measures analysis of covariance models controlling for age and baseline body mass index were used to examine condition differences. Results indicated that subjective health improved in the exergaming condition more than control (p = .02). Ratings of peer conflict after the intervention were significantly different by condition (p = .01), with peer conflict stabilizing in the exergaming group and worsening in the control group. There was no difference by condition for HRQOL. Enjoyment remained high throughout the intervention. In summary, group exergaming improved subjective health, stabilized peer conflict, and provided an enjoyable physical activity experience for overweight adolescent girls.
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Affiliation(s)
- Amanda E Staiano
- Pennington Biomedical Research Center, Baton Rouge, Louisiana, USA
| | - Robbie A Beyl
- Pennington Biomedical Research Center, Baton Rouge, Louisiana, USA
| | - Daniel S Hsia
- Pennington Biomedical Research Center, Baton Rouge, Louisiana, USA
| | | | - Robert L Newton
- Pennington Biomedical Research Center, Baton Rouge, Louisiana, USA
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21
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Wellman RJ, Sylvestre MP, O’Loughlin EK, Dutczak H, Montreuil A, Datta GD, O’Loughlin J. Socioeconomic status is associated with the prevalence and co-occurrence of risk factors for cigarette smoking initiation during adolescence. Int J Public Health 2017; 63:125-136. [DOI: 10.1007/s00038-017-1051-9] [Citation(s) in RCA: 21] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2017] [Revised: 10/18/2017] [Accepted: 10/31/2017] [Indexed: 10/18/2022] Open
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22
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Sylvestre MP, Wellman RJ, O'Loughlin EK, Dugas EN, O'Loughlin J. Gender differences in risk factors for cigarette smoking initiation in childhood. Addict Behav 2017; 72:144-150. [PMID: 28399489 DOI: 10.1016/j.addbeh.2017.04.004] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/11/2016] [Revised: 03/09/2017] [Accepted: 04/01/2017] [Indexed: 11/20/2022]
Abstract
INTRODUCTION We investigated whether established risk factors for initiating cigarette smoking during adolescence (parents, siblings, friends smoke; home smoking rules, smokers at home, exposure to smoking in cars, academic performance, susceptibility to smoking, depressive symptoms, self-esteem, school connectedness, use of other tobacco products) are associated with initiation in preadolescents, and whether the effects of these factors differ by gender. METHODS In spring 2005, baseline data were collected in self-report questionnaires from 1801 5th grade students including 1553 never-smokers (mean age=10.7years), in the longitudinal AdoQuest I Study in Montréal, Canada. Follow-up data were collected in the fall and spring of 6th grade (2005-2006). Poisson regression analyses with robust variance estimated the effects of each risk factor on initiation and additive interactions with gender were computed to assess the excess risk of each risk factor in girls compared to boys. RESULTS 101 of 1399 participants in the analytic sample (6.7% of boys; 7.7% of girls) initiated smoking during follow-up. After adjustment for age, gender and maternal education, all risk factors except academic performance and school connectedness were statistically significantly associated with initiation. Paternal and sibling smoking were associated with initiation in girls only, and girls with lower self-esteem had a significant excess risk of initiating smoking in 6th grade. CONCLUSIONS Risk factors for smoking initiation in preadolescents mirror those in adolescents; their effects do not differ markedly by gender. Preventive programs targeting children should focus on reducing smoking in the social environment and the dangers of poly-tobacco use.
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Affiliation(s)
- Marie-Pierre Sylvestre
- University of Montréal, Montréal, QC, Canada; Centre de Recherche du Centre Hospitalier de l'Université de Montréal (CRCHUM), Montréal, QC, Canada
| | | | | | - Erika N Dugas
- Centre de Recherche du Centre Hospitalier de l'Université de Montréal (CRCHUM), Montréal, QC, Canada
| | - Jennifer O'Loughlin
- University of Montréal, Montréal, QC, Canada; Centre de Recherche du Centre Hospitalier de l'Université de Montréal (CRCHUM), Montréal, QC, Canada; Institut National de Santé Publique du Québec, Montréal, QC, Canada.
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23
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O'Loughlin J, O'Loughlin EK, Wellman RJ, Sylvestre MP, Dugas EN, Chagnon M, Dutczak H, Laguë J, McGrath JJ. Predictors of Cigarette Smoking Initiation in Early, Middle, and Late Adolescence. J Adolesc Health 2017; 61:363-370. [PMID: 28318910 PMCID: PMC5756077 DOI: 10.1016/j.jadohealth.2016.12.026] [Citation(s) in RCA: 30] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/15/2016] [Revised: 12/23/2016] [Accepted: 12/26/2016] [Indexed: 11/23/2022]
Abstract
PURPOSE Little is known about age-related differences in risk factors for cigarette smoking initiation. We identified predictors of initiation in early, middle, and late adolescence from among sociodemographic factors, indicators of smoking in the social environment, psychological characteristics, lifestyle indicators, and perceived need for cigarettes. METHODS Data were drawn from a longitudinal study of 1,801 children recruited at age 10-11 years from 29 elementary schools in Montreal, Canada. Multivariable logistic regression within a generalized estimating equations framework was used to identify predictors among never smokers across three 2-year windows: age 11-13 years (n = 1,221); age 13-15 years (n = 737); and age 15-17 years (n = 690). RESULTS Among the 18 risk factors investigated, two differed across age. Friends' smoking, a strong risk factor in early adolescence (odds ratio [95% confidence interval] = 5.78 [3.90-8.58]), lost potency in late adolescence (1.83 [1.31-2.57]). Depressive symptoms, a risk factor in early and middle adolescence (1.60 [1.26-2.02] and 1.92 [1.45-2.54], respectively), were inversely associated in late adolescence (.76 [.58-1.00]). Sex, TV viewing, and weight-related goals were not associated with initiation at any age. All other factors were significant in two or three age groups. CONCLUSIONS Most risk factors for smoking initiation were stable across age. Tobacco control interventions may be robust for risk factors across age groups and may not need adjustment. At all ages, interventions should focus on eliminating smoking in the social environment and on reducing the availability of tobacco products.
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Affiliation(s)
- Jennifer O'Loughlin
- Department of Social and Preventive Medicine, School of Public Health, University of Montréal, Montréal, Quebec, Canada; Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montréal, Quebec, Canada; Institut national de santé publique du Quebec, Montréal, Quebec, Canada.
| | - Erin K O'Loughlin
- Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montréal, Quebec, Canada; Department of Exercise Science, Concordia University, Montréal, Quebec, Canada
| | - Robert J Wellman
- Department of Family Medicine and Community Health, University of Massachusetts Medical School, Worcester, Massachusetts
| | - Marie-Pierre Sylvestre
- Department of Social and Preventive Medicine, School of Public Health, University of Montréal, Montréal, Quebec, Canada; Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montréal, Quebec, Canada
| | - Erika N Dugas
- Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montréal, Quebec, Canada
| | - Miguel Chagnon
- Department of Social and Preventive Medicine, School of Public Health, University of Montréal, Montréal, Quebec, Canada
| | - Hartley Dutczak
- Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montréal, Quebec, Canada
| | - Johanne Laguë
- Institut national de santé publique du Quebec, Montréal, Quebec, Canada
| | - Jennifer J McGrath
- Department of Psychology, PERFORM Centre & Psychology Department, Concordia University, Montréal, Quebec, Canada
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Staiano AE, Beyl RA, Hsia DS, Katzmarzyk PT, Newton RL. Twelve weeks of dance exergaming in overweight and obese adolescent girls: Transfer effects on physical activity, screen time, and self-efficacy. JOURNAL OF SPORT AND HEALTH SCIENCE 2017; 6:4-10. [PMID: 28491483 PMCID: PMC5421642 DOI: 10.1016/j.jshs.2016.11.005] [Citation(s) in RCA: 44] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/07/2023]
Abstract
BACKGROUND Given the low levels of physical activity (PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another context, exergames (i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside of game play. The purpose of this study was to examine potential transfer effects (i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen-time, and self-efficacy towards PA, as well as the intrinsic motivation of exergaming. METHODS Participants were 37 girls aged 14-18 years (65% African American, 35% White) who were overweight or obese (body mass index ≥ 85th percentile) and were recruited from the community via school, physicians, news media, and social media sites. Adolescents were randomly assigned to a 12-week group exergaming intervention (thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox 360) or to a no-treatment control group. Outcome variables included objectively measured PA (total) and self-reported leisure-time PA (discretionary time only) 1-week before vs. 1-week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min ("cardio free choice"); screen-time; self-efficacy towards PA; and intrinsic motivation towards exergaming. RESULTS Attendance to the exergaming sessions was high (80%). Compared to the control group, the intervention group self-reported an increase in PA (p = 0.035) and fewer hours watching TV/videos (p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy towards PA (p = 0.028). The intervention group highly rated intrinsic motivation towards exergaming. CONCLUSION Twelve weeks of exergaming was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy, and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.
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Chung LMY, Sun FH, Cheng CTM. Physiological and Perceived Responses in Different Levels of Exergames in Elite Athletes. Games Health J 2017; 6:57-60. [PMID: 28192034 DOI: 10.1089/g4h.2016.0074] [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
OBJECTIVE Exergames have been suggested to increase the public's physical activity and to benefit cardiovascular health, particularly among the youth. However, not many studies compared the physiological and perceived responses between exergames and the authentic sports especially for elite athletes. This study aimed to investigate the physiological and perceived responses in different levels of Nintendo® Wii Fit™ U rowing exergames in one group of elite rowing athletes. MATERIALS AND METHODS All participants were asked to perform the authentic rowing on the indoor rowing machine on the first day and to play the rowing exergames on the second day, in three levels with 1 hour rest between levels. Oxygen consumption (VO2), lactate concentration, heart rate (HR), rating of perceived exertion (RPE), and muscle soreness scale (MSS) of the elite athletes were measured in three levels of rowing exergames and were compared with those measured in indoor rowing. RESULTS Percentages of HR ranged from 57% to 64% and from 67% to 82% of peak HR in males and females, respectively. Percentages of RPE and MSS obtained from the three levels of rowing exergames ranged from 34% to 55% and from 2% to 33% of the peak RPE and the peak MSS, respectively, in authentic rowing. CONCLUSION Physiological and perceived responses of elite rowing athletes could not reach their highest response in authentic rowing even for the hard level of exergames. This study contributed direct data on the physiological benefits of exergames against authentic rowing.
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Affiliation(s)
- Louisa Ming Yan Chung
- 1 Department of Health and Physical Education, The Education University of Hong Kong , Tai Po, Hong Kong
| | - Feng Hua Sun
- 1 Department of Health and Physical Education, The Education University of Hong Kong , Tai Po, Hong Kong
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26
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Benzing V, Heinks T, Eggenberger N, Schmidt M. Acute Cognitively Engaging Exergame-Based Physical Activity Enhances Executive Functions in Adolescents. PLoS One 2016; 11:e0167501. [PMID: 28030542 PMCID: PMC5193332 DOI: 10.1371/journal.pone.0167501] [Citation(s) in RCA: 58] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2016] [Accepted: 11/15/2016] [Indexed: 02/02/2023] Open
Abstract
The study aimed to elucidate the influence of cognitive engagement comprised in an acute bout of exergame-based physical activity on executive functions (inhibition, cognitive flexibility) in adolescents. Therefore, the level of cognitive engagement and the intensity of physical activity were systematically varied across three experimental conditions. Sixty-five healthy male adolescents (13-16 years) were randomly assigned to one of three conditions: (a) physical activity with high levels of cognitive engagement during active video gaming, (b) physical activity with low levels of cognitive engagement during active video gaming, (c) sedentary with low levels of cognitive engagement during passive video watching. Manipulation checks, including subjective and objective operationalizations of cognitive engagement, were applied. Executive functions were assessed before and after each condition using the D-KEFS design fluency test. Results showed that cognitive engagement, operationalized by subjects' ratings and heart rate variability, differed between conditions. The physical activity condition with a high level of cognitive engagement resulted in significantly better performance in cognitive flexibility compared to conditions with low levels of cognitive engagement. Regarding benefits for executive functions in male adolescents, the results indicate that acute physical activity with high cognitive engagement could be more efficient than physical activity of the same intensity with low cognitive engagement. Even though further evidence is needed, these results extend previous research and suggest a methodological approach for measuring cognitive engagement.
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Affiliation(s)
- Valentin Benzing
- Institute of Sport Science, University of Bern, Bern, Switzerland
- * E-mail:
| | - Theda Heinks
- Department of Pediatric Neurology, Development and Rehabilitation, University Children’s Hospital, Bern, Switzerland
| | - Noëmi Eggenberger
- Department of Pediatric Neurology, Development and Rehabilitation, University Children’s Hospital, Bern, Switzerland
| | - Mirko Schmidt
- Institute of Sport Science, University of Bern, Bern, Switzerland
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Lu AS, Baranowski T, Hong SL, Buday R, Thompson D, Beltran A, Dadabhoy HR, Chen TA. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study. J Med Internet Res 2016; 18:e272. [PMID: 27742605 PMCID: PMC5086024 DOI: 10.2196/jmir.6538] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2016] [Revised: 09/21/2016] [Accepted: 09/22/2016] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. OBJECTIVE The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. METHODS A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. RESULTS Children in the narrative group had significantly (P<.05) more steps per 10-second period (mean 3.2, SD 0.7) and overall (mean 523, SD 203) during game play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). CONCLUSIONS The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play.
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Affiliation(s)
- Amy Shirong Lu
- College of Arts, Media & Design, Department of Communication Studies, Northeastern University, Boston, MA, United States.
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George AM, Rohr LE, Byrne J. Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge. Sports (Basel) 2016; 4:sports4010003. [PMID: 29910251 PMCID: PMC5968938 DOI: 10.3390/sports4010003] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/05/2015] [Revised: 01/07/2016] [Accepted: 01/11/2016] [Indexed: 11/16/2022] Open
Abstract
Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination) a child has to confidently participate in physical activity. Active video games (AVG), like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children’s (age 6–12, N = 15) physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week). Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching (p = 0.06). Manual dexterity significantly improved in males (p = 0.001), and females felt significantly less pressured to engage in PA (p = 0.008). Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy.
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Affiliation(s)
- Amanda M George
- School of Human Kinetics and Recreation, Memorial University, St. John's, NL A1C 5S7, Canada.
| | - Linda E Rohr
- School of Human Kinetics and Recreation, Memorial University, St. John's, NL A1C 5S7, Canada.
| | - Jeannette Byrne
- School of Human Kinetics and Recreation, Memorial University, St. John's, NL A1C 5S7, Canada.
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Hulteen RM, Ridgers ND, Johnson TM, Mellecker RR, Barnett LM. Children's Movement Skills When Playing Active Video Games. Percept Mot Skills 2015; 121:767-90. [DOI: 10.2466/25.10.pms.121c24x5] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Active video games (AVGs) may be useful for movement skill practice. This study examined children's skill execution while playing Xbox Kinect™ and during movement skill assessment. Nineteen children (10 boys, 9 girls; M age = 7.9yr., SD = 1.4) had their skills assessed before AVG play and then were observed once a week for 6 wk. while playing AVGs for 50min. While AVG play showed evidence of correct skill performance (at least 30–50% of the time when playing table tennis, tennis, and baseball), nearly all skills were more correctly performed during skill assessment (generally more than 50% of the time). This study may help researchers to better understand the role AVGs could play in enhancing real life movement skills.
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Affiliation(s)
- Ryan M. Hulteen
- Priority Research Centre in Physical Activity and Nutrition, University of Newcastle
| | - Nicola D. Ridgers
- Centre for Physical Activity and Nutrition Research, Faculty of Health, Deakin University
| | - Tara M. Johnson
- School of Health and Social Development, Faculty of Health, Deakin University
| | - Robin R. Mellecker
- School of Exercise and Nutrition Sciences, Faculty of Health, Deakin University, Department of Sports Science and Physical Education, The Chinese University of Hong Kong
| | - Lisa M. Barnett
- School of Health and Social Development, Faculty of Health, Deakin University
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Barnett LM, Ridgers ND, Reynolds J, Hanna L, Salmon J. Playing Active Video Games may not develop movement skills: An intervention trial. Prev Med Rep 2015; 2:673-8. [PMID: 26844136 PMCID: PMC4721351 DOI: 10.1016/j.pmedr.2015.08.007] [Citation(s) in RCA: 21] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022] Open
Abstract
BACKGROUND To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. METHODS Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. RESULTS Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. CONCLUSIONS Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.
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Affiliation(s)
- Lisa M Barnett
- Deakin University, School of Health and Social Development, Burwood Hwy, Burwood, VIC, Australia
| | - Nicola D Ridgers
- Deakin University, Centre for Physical Activity and Nutrition Research, School of Exercise and Nutrition, Burwood Hwy, Burwood, VIC, Australia
| | - John Reynolds
- Monash University, Faculty of Medicine, Nursing and Health Sciences, Melbourne, VIC, Australia
| | - Lisa Hanna
- Deakin University, School of Health and Social Development, Burwood Hwy, Burwood, VIC, Australia
| | - Jo Salmon
- Deakin University, Centre for Physical Activity and Nutrition Research, School of Exercise and Nutrition, Burwood Hwy, Burwood, VIC, Australia
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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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Abstract
INTRODUCTION Video games are played by a majority of adolescents, yet little is known about whether and how video games are associated with smoking behavior and attitudes. This systematic review examines research on the relationship between video games and smoking. METHODS We searched MEDLINE, psycINFO, and Web of Science through August 20, 2014. Twenty-four studies met inclusion criteria. Studies were synthesized qualitatively in four domains: the prevalence and incidence of smoking imagery in video games (n = 6), video game playing and smoking behavior (n = 11), video game addiction and tobacco addiction (n = 5) and genre-specific game playing and smoking behavior (n = 3). RESULTS Tobacco content was present in a subset of video games. The literature is inconclusive as to whether exposure to video games as a single construct is associated with smoking behavior. Four of five studies found an association between video game addiction and smoking. For genre-specific game playing, studies suggest that the type of game played affected association with smoking behavior. CONCLUSIONS Research on how playing video games influences adolescents' perceptions of smoking and smoking behaviors is still in its nascence. Further research is needed to understand how adolescents respond to viewing and manipulating tobacco imagery, and whether engaging in game smoking translates into changes in real-world attitudes or behavior. Smoking imagery in video games may contribute to normalizing adolescent smoking. IMPLICATIONS A large body of research has shown that smoking imagery in a variety of media types contributes to adolescent smoking uptake and the normalization of smoking behavior, and almost 90% of adolescents play video games, yet there has never been a published systematic review of the literature on this important topic. This is the first systematic review to examine the research on tobacco and video games.We found that tobacco imagery is indeed present in video games, the relationship between video game playing and smoking remains unclear, there appears to be a correlation between problem gaming and smoking and the genre of games may play a role in adolescent smoking behavior.
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Affiliation(s)
- Susan R Forsyth
- Department of Social and Behavioral Sciences, School of Nursing, University of California, San Francisco, CA
| | - Ruth E Malone
- Department of Social and Behavioral Sciences, School of Nursing, University of California, San Francisco, CA
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Baranowski T, Maddison R, Maloney A, Medina E, Simons M. Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity. Games Health J 2015. [PMID: 26196047 DOI: 10.1089/g4h.2014.0018] [Citation(s) in RCA: 33] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Although exergames have been demonstrated to induce moderate levels of physical activity (PA) if played as designed, there is conflicting evidence on use of exergaming leading to increased habitual PA. Exergames have increased PA in some home and school studies, but not others. Exergames have been used in community centers to good effect, but this has not generally been validated with research. PA from exergames may be enhanced by innovative use of sensors, "fun"-enhancing procedures, tailored messaging, message framing, story or narrative, goal setting, feedback, and values-based messaging. Research is needed on PA-enhancing procedures used within exergames for youth to provide a firmer foundation for the design and use of exergames in the future.
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Affiliation(s)
- Tom Baranowski
- 1 USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas
| | - Ralph Maddison
- 2 National Institute for Health Innovation, University of Auckland , Auckland, New Zealand
| | - Ann Maloney
- 3 University of Massachusetts , Worcester, Massachusetts
| | - Ernie Medina
- 4 Center for Nutrition, Healthy Lifestyles, and Disease Prevention, School of Public Health, Loma Linda University , Loma Linda, California
| | - Monique Simons
- 5 Department of Health Science and EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University , Amsterdam, The Netherlands .,6 Body@Work, Research Center Physical Activity, Work and Health, TNO-VU/VUmc, VU University Medical Center , Amsterdam, The Netherlands .,7 TNO, Expertise Centre Life Style , Leiden, The Netherlands
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Cowdery J, Majeske P, Frank R, Brown D. Exergame Apps and Physical Activity: The Results of the ZOMBIE Trial. AMERICAN JOURNAL OF HEALTH EDUCATION 2015. [DOI: 10.1080/19325037.2015.1043063] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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Bochner RE, Sorensen KM, Belamarich PF. The impact of active video gaming on weight in youth: a meta-analysis. Clin Pediatr (Phila) 2015; 54:620-8. [PMID: 25085926 DOI: 10.1177/0009922814545165] [Citation(s) in RCA: 18] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Affiliation(s)
- Risa E Bochner
- Department of Pediatrics, Children's Hospital at Montefiore, Bronx, NY, USA Albert Einstein College of Medicine, Bronx, NY, USA
| | | | - Peter F Belamarich
- Department of Pediatrics, Children's Hospital at Montefiore, Bronx, NY, USA Albert Einstein College of Medicine, Bronx, NY, USA
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Simons M, Chinapaw MJM, Brug J, Seidell J, de Vet E. Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study. Int J Behav Nutr Phys Act 2015; 12:32. [PMID: 25889743 PMCID: PMC4359402 DOI: 10.1186/s12966-015-0192-6] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2014] [Accepted: 02/19/2015] [Indexed: 11/10/2022] Open
Abstract
Background Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study therefore examines the association between active video gaming and other energy-balance-related behaviours (EBRBs). Findings Adolescents (12–16 years) with access to an active video game and who reported to spend at least one hour per week in active video gaming were invited to participate in the study. They were asked to complete electronic 24-hour recall diaries on five randomly assigned weekdays and two randomly assigned weekend-days in a one-month period, reporting on time spent playing active and non-active video games and on other EBRBs. Findings indicated that adolescents who reported playing active video games on assessed days also reported spending more time playing non-active video games (Median = 23.6, IQR = 56.8 minutes per week) compared to adolescents who did not report playing active video games on assessed days (Median = 10.0, IQR = 51.3 minutes per week, P < 0.001 (Mann Whitney test)). No differences between these groups were found in other EBRBs. Among those who played active video games on assessed days, active video game time was positively yet weakly associated with TV/DVD time and snack consumption. Active video game time was not significantly associated with other activities and sugar-sweetened beverages intake. Conclusions The results suggest that it is unlikely that time spent by adolescents in playing active video games replaces time spent in other physically active behaviours or sedentary activities. Spending more time playing active video games does seem to be associated with a small, but significant increase in intake of snacks. This suggests that interventions aimed at increasing time spent on active video gaming, may have unexpected side effects, thus warranting caution. Electronic supplementary material The online version of this article (doi:10.1186/s12966-015-0192-6) contains supplementary material, which is available to authorized users.
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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. .,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.
| | - 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. .,Department of Epidemiology & Biostatistics and EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands.
| | - Johannes Brug
- Department of Public and Occupational Health and the EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands. .,Department of Epidemiology & Biostatistics and EMGO Institute for Health and Care Research, VU University Medical Center, 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, De Boelelaan 1085, 1081 HV, 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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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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Abstract
Narratives are stories with a beginning, middle, and end that provide information about the characters and plot. Exergames are videogames that require players to move or exercise. Narratives and exergames have seldom been examined together. Based on my review of the literature, there are five potential opportunities narratives could bring to exergames: Enhanced engagement with characters and with the plot, increased motivation, repeated play sessions, and better behavioral consequence. However, the rewards offered by these possibilities may be offset by the challenges they pose. These challenges include the difficulty in fully integrating narratives into the gameplay, the players' limited information processing capacity, difficulty in measurement, the lack of full understanding of the player-character identification process, and the narrative saturation effects. Innovative research is needed to bridge the two potentially important domains.
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Affiliation(s)
- Amy Shirong Lu
- College of Arts, Media & Design, Bouvé College of Health Sciences, Northeastern University , Boston, Massachusetts, USA
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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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Alexander SA, Frohlich KL, Fusco C. Problematizing "play-for-health" discourses through children's photo-elicited narratives. QUALITATIVE HEALTH RESEARCH 2014; 24:1329-1341. [PMID: 25147214 DOI: 10.1177/1049732314546753] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/03/2023]
Abstract
There are growing concerns in many industrialized Western societies about declining opportunities for children to play, and fears that this will have adverse health consequences for them. Informed by anti-obesity efforts, public health institutions have recently begun to advance active forms of play as a way of improving children's physical health; however, promoting play for physical health might reshape meanings of play for children. We conducted photography and interview sessions with 25 Canadian children aged 7 to 11 years to examine their representations of play. Our findings suggest that for children, (a) play is an end in itself, (b) play involves but is more than active play, (c) there is ambivalence about scheduled play, and (d) risk is considered a pleasurable component of play. These findings point to a dissonance between children's play promoted for physical health and the meaning of play for children as emotionally contingent, intrinsically motivated, and purposeless.
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Azevedo LB, Burges Watson D, Haighton C, Adams J. The effect of dance mat exergaming systems on physical activity and health-related outcomes in secondary schools: results from a natural experiment. BMC Public Health 2014; 14:951. [PMID: 25217144 PMCID: PMC4169828 DOI: 10.1186/1471-2458-14-951] [Citation(s) in RCA: 34] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/24/2014] [Accepted: 09/09/2014] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND Exergaming has been proposed as an innovative method for physical activity promotion. However, large effectiveness studies are rare. In January 2011, dance mat systems were introduced in secondary schools in two districts in England with the aim of promoting an innovative opportunity for physical activity. The aim of this natural experiment was to examine the effect of introducing the dance mat exergaming systems on physical activity and health-related outcomes in 11-13 year old students using a non-randomised controlled design and mixed methods. METHODS Participants were recruited from five schools in intervention districts (n = 280) and two schools in neighbouring control districts (n = 217). Data on physical activity (accelerometer), anthropometrics (weight, BMI and percentage of body fat), aerobic fitness (20-m multistage shuttle run test), health-related quality of life (Kidscreen questionnaire), self-efficacy (children's physical activity self-efficacy survey), school attendance, focus groups with children and interviews with teachers were collected at baseline and approximately 12 months follow-up. RESULTS There was a negative intervention effect on total physical activity (-65.4 cpm CI: -12.6 to -4.7), and light and sedentary physical activity when represented as a percentage of wear time (Light: -2.3% CI: -4.5 to 0.2; Sedentary: 3.3% CI: 0.7 to 5.9). However, compliance with accelerometers at follow-up was poor. There was a significant positive intervention effect on weight (-1.7 kg, 95% CI: -2.9 to -0.4), BMI (-0.9 kg/m2, 95% CI: -1.3 to -0.4) and percentage of body fat (-2.2%, 95% CI: -4.2 to -0.2). There was also evidence of improvement in some health-related quality of life parameters: psychological well-being (2.5, 95% CI: 0.1 to 4.8) and autonomy and parent relation (4.2, 95% CI: 1.4 to 7.0). CONCLUSIONS The implementation of a dance mat exergaming scheme was associated with improvement in anthropometric measurements and parameters of health-related quality of life. However, the mechanisms of these benefits are unclear as there was insufficient data from physical activity to draw robust conclusions. Qualitative findings suggest that there was declining support for the initiative over time, meaning that potential benefits may not have been achieved.
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Affiliation(s)
- Liane B Azevedo
- />Health and Social Care Institute, Parkside West, Teesside University, Middlesbrough, TS1 3BA UK
| | - Duika Burges Watson
- />School of Medicine, Pharmacy and Health, Durham University, Stockton-on-Tees, UK
| | - Catherine Haighton
- />Institute of Health & Society, Newcastle University, Newcastle upon Tyne, UK
| | - Jean Adams
- />Institute of Health & Society, Newcastle University, Newcastle upon Tyne, UK
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Lugaresi A, Rottoli MR, Patti F. Fostering adherence to injectable disease-modifying therapies in multiple sclerosis. Expert Rev Neurother 2014; 14:1029-42. [PMID: 25109614 DOI: 10.1586/14737175.2014.945523] [Citation(s) in RCA: 44] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Multiple sclerosis requires long-term management, often with disease-modifying therapies. Poor medication adherence, especially to injectables, can increase relapse and hospitalisation rates and consume healthcare resources. We discuss adherence definitions and terminology and its prevalence in multiple sclerosis (MS). Typical causes of poor adherence in patients with MS include: insufficient efficacy or tolerability, concurrent disorders, and consequences of MS (e.g., forgetfulness, depression, fatigue and poor motor skills). Ways to improve adherence rates are reviewed, focusing on interdisciplinary healthcare teams, good communication between healthcare workers and patients (and their families), ongoing support and digital tools to promote adherence. We consider open communication and continuing education to be key, and that MS nurses have a pivotal role in ensuring patients' adherence to MS medicines.
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Affiliation(s)
- Alessandra Lugaresi
- Department of Neuroscience, Imaging and Clinical Sciences, Multiple Sclerosis Center, University "G. d'Annunzio", Ospedale Clinicizzato "SS Annunziata", VII livello, Corpo A, Via dei Vestini snc, 66100 Chieti, Italy
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Gao Z, Chen S. Are field-based exergames useful in preventing childhood obesity? A systematic review. Obes Rev 2014; 15:676-91. [PMID: 24602072 DOI: 10.1111/obr.12164] [Citation(s) in RCA: 90] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/27/2013] [Revised: 01/25/2014] [Accepted: 02/03/2014] [Indexed: 11/29/2022]
Abstract
Exergames have started to find their way into field-based settings, such as schools, communities and homes, as a possible solution to curbing physical inactivity and childhood obesity. However, a clear view of the effects of field-based exergaming on children's obesity-related outcomes is lacking. Hence, a systematic review on this topic is warranted. This review synthesizes the impact of field-based exergames on children's physical and psychosocial outcomes. A total of 34 articles conducted in field-based settings were identified from 104 peer-reviewed publications that investigated the effects of exergames. Upon screening, these articles met the inclusion criteria and a high inter-rater agreement for inclusion was reached between the authors. The effects of field-based exergames on children's habitual physical activity (PA) and obesity-related outcomes (e.g. weight loss, body composition) remain unclear due to design problems, measurement issues and other methodology concerns. In addition, exergame is appealing to children, although strategies are warranted to sustain their interests. In summary, exergames are desirable as a promising addition to promote PA and health. Professionals may integrate exergames at field settings to promote a physically active lifestyle among children with the goal of curbing childhood obesity.
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Affiliation(s)
- Z Gao
- School of Kinesiology, The University of Minnesota, Minneapolis, Minnesota, USA
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Screen media usage, sleep time and academic performance in adolescents: clustering a self-organizing maps analysis. PLoS One 2014; 9:e99478. [PMID: 24941009 PMCID: PMC4062405 DOI: 10.1371/journal.pone.0099478] [Citation(s) in RCA: 53] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/04/2013] [Accepted: 05/15/2014] [Indexed: 11/19/2022] Open
Abstract
Screen media usage, sleep time and socio-demographic features are related to adolescents' academic performance, but interrelations are little explored. This paper describes these interrelations and behavioral profiles clustered in low and high academic performance. A nationally representative sample of 3,095 Spanish adolescents, aged 12 to 18, was surveyed on 15 variables linked to the purpose of the study. A Self-Organizing Maps analysis established non-linear interrelationships among these variables and identified behavior patterns in subsequent cluster analyses. Topological interrelationships established from the 15 emerging maps indicated that boys used more passive videogames and computers for playing than girls, who tended to use mobile phones to communicate with others. Adolescents with the highest academic performance were the youngest. They slept more and spent less time using sedentary screen media when compared to those with the lowest performance, and they also showed topological relationships with higher socioeconomic status adolescents. Cluster 1 grouped boys who spent more than 5.5 hours daily using sedentary screen media. Their academic performance was low and they slept an average of 8 hours daily. Cluster 2 gathered girls with an excellent academic performance, who slept nearly 9 hours per day, and devoted less time daily to sedentary screen media. Academic performance was directly related to sleep time and socioeconomic status, but inversely related to overall sedentary screen media usage. Profiles from the two clusters were strongly differentiated by gender, age, sedentary screen media usage, sleep time and academic achievement. Girls with the highest academic results had a medium socioeconomic status in Cluster 2. Findings may contribute to establishing recommendations about the timing and duration of screen media usage in adolescents and appropriate sleep time needed to successfully meet the demands of school academics and to improve interventions targeting to affect behavioral change.
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Mellecker R, McManus A. Active video games and physical activity recommendations: A comparison of the Gamercize Stepper, XBOX Kinect and XaviX J-Mat. J Sci Med Sport 2014; 17:288-92. [DOI: 10.1016/j.jsams.2013.05.008] [Citation(s) in RCA: 18] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2013] [Revised: 05/09/2013] [Accepted: 05/18/2013] [Indexed: 10/26/2022]
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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: 3] [Impact Index Per Article: 0.3] [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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Rubin DA, Wilson KS, Wiersma LD, Weiss JW, Rose DJ. Rationale and design of active play @ home: a parent-led physical activity program for children with and without disability. BMC Pediatr 2014; 14:41. [PMID: 24529259 PMCID: PMC3932040 DOI: 10.1186/1471-2431-14-41] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/28/2014] [Accepted: 02/10/2014] [Indexed: 11/20/2022] Open
Abstract
BACKGROUND Compared to other children, those with disability have additional challenges to being physically active. Prader-Willi Syndrome is a genetic form of childhood obesity that is characterized by hypotonia, growth hormone deficiency, behavioral, and cognitive disability. In children, the low prevalence of this syndrome (1 in 10,000 to 15,000 live births) makes group-based physical activity interventions difficult. In contrast, the home environment presents a natural venue to establish a physical activity routine for this population. This manuscript describes the design of a parent-led physical activity intervention incorporating playground and interactive console-based games to increase physical activity participation in youth with and without Prader-Willi Syndrome. METHODS/DESIGN The study participants will be 115 youth ages 8-15 y (45 with the syndrome and 70 without the syndrome but categorized as obese). The study will use a parallel design with the control group receiving the intervention after serving as control. Participants will be expected to complete a physical activity curriculum 4 days a week for 6 months including playground games 2 days a week and interactive console games 2 days a week. Parents will be trained at baseline and then provided with a curriculum and equipment to guide their implementation of the program. Tips related to scheduling and coping with barriers to daily program implementation will be provided. Throughout, parents will be contacted by phone once a week (weeks 1-4) and then every other week to receive support in between visits. Measurements of children and parents will be obtained at baseline, 12 weeks, and at the end (week 24) of the intervention. Children main outcomes include physical activity (accelerometry), body composition (dual x-ray absorptiometry), motor proficiency (Bruininks-Oseretsky Test of Motor Proficiency), quality of life and physical activity self-efficacy (questionnaires). Intervention compliance will be monitored using mail-in daily self-report checklists. DISCUSSION This parent-guided physical activity intervention aims to increase physical activity by using a curriculum that builds physical activity related self-confidence through the development and/or enhancement of motor skill competency. Ultimately, helping children develop these skills as well as joy in being physically active will translate into sustained behavior change. TRIAL REGISTRATION Current Controlled Trial: NCT02058342.
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Affiliation(s)
- Daniela A Rubin
- Department of Kinesiology, California State University, 800 N. State College Blvd., KHS-138, Fullerton, CA 92834, USA
| | - Kathleen S Wilson
- Department of Kinesiology, California State University, 800 N. State College Blvd., KHS-138, Fullerton, CA 92834, USA
| | - Lenny D Wiersma
- Department of Kinesiology, California State University, 800 N. State College Blvd., KHS-138, Fullerton, CA 92834, USA
| | - Jie W Weiss
- Department of Health Sciences, California State University, Fullerton, CA USA
| | - Debra J Rose
- Department of Kinesiology, California State University, 800 N. State College Blvd., KHS-138, Fullerton, CA 92834, USA
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Simons M, Opdam L, van Empelen P. Feasibility of an Active Game Program in a Dutch Pre-Vocational High School Setting. Games Health J 2013. [PMID: 26197074 DOI: 10.1089/g4h.2013.0047] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE This study examined the use of an active gaming program in a pre-vocational school over a 1-year period. SUBJECTS AND METHODS Three hundred students (mean age, 13.3 years; range, 12-18 years) were invited to participate and exposed to the active game program called E-sportszone, in which they could participate during the school day and after school. Attendance to E-sportszone was assessed by objectively monitoring over a 1-year period and self-report. Questionnaires about E-sportszone attendance, physical activity (PA), and sedentary behavior and underlying psychosocial determinants were administered at baseline and after 1 year. RESULTS Forty-two percent of the students attended the E-sportszone at least once. Attendance over the year varied from 1 day through 114 days (median, 3 days) with a peak during the E-sportszone marathon that was organized. Multivariate analysis showed boys used the E-sportszone more than girls (odds ratio [OR] 2.8) and older students were less likely to be users than younger students (OR 0.4). Furthermore, students who had a more positive attitude toward PA (OR 1.5) or who had higher scores on intention to use the E-sportszone (OR 1.5) were more likely to engage in active gaming than those who had lower scores. CONCLUSIONS A substantial group of at-risk students (i.e., high body mass index, low PA, and high level of sedentary behavior) used the E-sportszone at least once. However, frequency of usage was low, resulting in limited contribution to PA behavior. Long-term use was challenging, and future studies should focus on strategies to encourage continued use of active games in this type of pre-vocational school setting.
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Affiliation(s)
- Monique Simons
- 1 TNO, Expertise Center Life Style , Leiden, The Netherlands .,2 Body@Work, Research Center Physical Activity, Work and Health, TNO-VU/VU Medical Center, VU University Medical Center , Amsterdam, The Netherlands .,3 Department of Health Sciences and EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University , Amsterdam, The Netherlands
| | - Lex Opdam
- 4 Kandinsky College , Nijmegen, The Netherlands .,5 Foundation Game Healthy , Nijmegen, The Netherlands
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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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Wethington H, Sherry B, Park S, Blanck HM, Fulton JE. Active Screen Time Among U.S. Youth Aged 9-18 Years, 2009. Games Health J 2013. [PMID: 26197078 DOI: 10.1089/g4h.2013.0055] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE This study documented the prevalence of active screen time (i.e., screen time that includes active games, exercise or dance videos, or TV exercise programs) and identified characteristics associated with it among youth 9-18 years of age. SUBJECTS AND METHODS This cross-sectional study was conducted on a convenience sample of 1,165 youth using the 2009 Styles Surveys; data were weighted to approximate the Current Population Survey. We calculated descriptive statistics and conducted multivariable logistic regression to identify characteristics associated with active screen time by estimating adjusted odds ratio (aOR) and 95 percent confidence intervals (CIs). RESULTS The sample comprised 51.4 percent boys, and almost 60 percent were non-Hispanic white. The prevalence of active screen time ≥1 hour/day was 31.2 percent on a typical school day and 41.6 percent on a typical weekend day. Logistic regression revealed youth with physical activity of 3-5 days/week had higher odds of active screen time ≥1 hour/day compared with youth with no physical activity (aOR school day=2.8, 95 percent CI 1.5-5.2; aOR weekend day=2.3, 95 percent CI 1.4-3.9). Certain characteristics (i.e., sex, age group, race/ethnicity, income, and sedentary screen time) were significantly associated with active screen time ≥1 hour/day, but associations were inconsistent for school and weekend days. CONCLUSIONS Three in 10 youth are engaging in at least 1 hour of active screen time on school days, and about 4 in 10 youth are engaging in at least one hour on weekend days. Understanding the use of active screen time and associated characteristics are important for developing interventions addressing screen time and physical activity.
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Affiliation(s)
- Holly Wethington
- Division of Nutrition, Physical Activity, and Obesity, National Center for Chronic Disease Prevention and Health Promotion, Centers for Disease Control and Prevention , Atlanta, Georgia
| | - Bettylou Sherry
- Division of Nutrition, Physical Activity, and Obesity, National Center for Chronic Disease Prevention and Health Promotion, Centers for Disease Control and Prevention , Atlanta, Georgia
| | - Sohyun Park
- Division of Nutrition, Physical Activity, and Obesity, National Center for Chronic Disease Prevention and Health Promotion, Centers for Disease Control and Prevention , Atlanta, Georgia
| | - Heidi M Blanck
- Division of Nutrition, Physical Activity, and Obesity, National Center for Chronic Disease Prevention and Health Promotion, Centers for Disease Control and Prevention , Atlanta, Georgia
| | - Janet E Fulton
- Division of Nutrition, Physical Activity, and Obesity, National Center for Chronic Disease Prevention and Health Promotion, Centers for Disease Control and Prevention , Atlanta, Georgia
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