| Literature DB >> 18257911 |
Cliona Ni Mhurchu1, Ralph Maddison, Yannan Jiang, Andrew Jull, Harry Prapavessis, Anthony Rodgers.
Abstract
UNLABELLED: The primary objective of this pilot study was to evaluate the effect of active video games on children's physical activity levels.Twenty children (mean +/- SD age = 12 +/- 1.5 years; 40% female) were randomised to receive either an active video game upgrade package or to a control group (no intervention). Effects on physical activity over the 12-week intervention period were measured using objective (Actigraph accelerometer) and subjective (Physical Activity Questionnaire for Children [PAQ-C]) measures. An activity log was used to estimate time spent playing active and non-active video games.Children in the intervention group spent less mean time over the total 12-week intervention period playing all video games compared to those in the control group (54 versus 98 minutes/day [difference = -44 minutes/day, 95% CI [-92, 2]], p = 0.06). Average time spent in all physical activities measured with an accelerometer was higher in the active video game intervention group compared to the control group (difference at 6 weeks = 194 counts/min, p = 0.04, and at 12 weeks = 48 counts/min, p = 0.06).This preliminary study suggests that playing active video games on a regular basis may have positive effects on children's overall physical activity levels. Further research is needed to confirm if playing these games over a longer period of time could also have positive effects on children's body weight and body mass index. TRIAL REGISTRATION NUMBER: ACTRN012606000018516.Entities:
Year: 2008 PMID: 18257911 PMCID: PMC2254648 DOI: 10.1186/1479-5868-5-8
Source DB: PubMed Journal: Int J Behav Nutr Phys Act ISSN: 1479-5868 Impact factor: 6.457
Figure 1Example of Child Playing EyeToy. Reproduced with permission from Sony Computer Entertainment UK.
Baseline characteristics of study participants
| Age, yr | ||
| Mean ± SD | 11 ± 1 | 13 ± 1 |
| Median [1st quartile, 3rd quartile] | 10.5 [10, 12] | 13 [12.25, 13.75] |
| Gender, n (%) | ||
| Females | 4 (40%) | 4 (40%) |
| Use of all video games, minutes/day* | ||
| Mean ± SD | 65 ± 55 | 96 ± 88 |
| Median [1st quartile, 3rd quartile] | 48 [31, 66] | 80 [30, 104] |
| Physical activity counts measured by accelerometer, counts/minute | ||
| Mean ± SD | 490 ± 188 | 490 ± 203 |
| Median [1st quartile, 3rd quartile] | 425 [400, 544] | 418 [358, 585] |
| Time spent in light activity, minutes/day | ||
| Mean ± SD | 635 ± 90 | 652 ± 134 |
| Median [1st quartile, 3rd quartile] | 670 [594, 695] | 650 [522, 779] |
| Time spent in moderate activity, minutes/day | ||
| Mean ± SD | 97 ± 48 | 69 ± 23 |
| Median [1st quartile, 3rd quartile] | 86 [59, 131] | 70 [52, 81] |
| Time spent in vigorous activity, minutes/day | ||
| Mean ± SD | 7 ± 8 | 7 ± 7 |
| Median [1st quartile, 3rd quartile] | 6 [2, 9] | 3.4 [3, 11] |
| Self-reported physical activity | ||
| Time spent in moderate activity, minutes/day | ||
| Mean ± SD | 94 ± 56 | 64 ± 64 |
| Median [1st quartile, 3rd quartile] | 90 [65, 125] | 44 [19, 89] |
| Time spent in vigorous activity, minutes/day | ||
| Mean ± SD | 80 ± 54 | 98 ± 87 |
| Median [1st quartile, 3rd quartile] | 72 [34, 118] | 49 [34, 159] |
| PAQ-C score | ||
| Mean ± SD | 3.2 ± 0.5 | 2.7 ± 0.8 |
| Median [1st quartile, 3rd quartile] | 3.3 [3, 3.5] | 2.65 [2.2, 3] |
| Waist circumference, cm | ||
| Mean ± SD | 73 ± 10 | 69 ± 11 |
| Median [1st quartile, 3rd quartile] | 74 [68, 80] | 65 [64, 70] |
| BMI, kg/m2 | ||
| Mean ± SD | 20.4 ± 3.6 | 19.0 ± 3.6 |
| Median [1st quartile, 3rd quartile] | 20.4 [17.9, 22.2] | 18.3 [16.9, 20.3] |
| Overweight, n (%)# | 1 (10%) | 4 (40%) |
* Participants completed a four-day record of time spent playing electronic video games (active and inactive)
# Using cut-offs by Cole et al[22]
Note: Data presented in the table are raw data i.e. unadjusted