| Literature DB >> 23818650 |
Leon M Straker1, Rebecca A Abbott, Anne J Smith.
Abstract
OBJECTIVE: To evaluate the impact of (1) the removal of home access to traditional electronic games or (2) their replacement with active input electronic games, on daily physical activity and sedentary behaviour in children aged 10-12 years.Entities:
Keywords: accelerometry; child; physical activity; screentime; sedentary behaviour
Year: 2013 PMID: 23818650 PMCID: PMC3686216 DOI: 10.1136/bmjopen-2013-002629
Source DB: PubMed Journal: BMJ Open ISSN: 2044-6055 Impact factor: 2.692
Figure 1CONSORT diagram of flow of participants. Order of conditions is shown with T, traditional electronic games; A, active electronic games; X, not electronic games.
Accelerometer determined the daily minutes of MVPA, light activity and sedentary time over the whole week, weekend days, school days and the 15:30–18:00 after-school period, adjusted for condition order and wear time
| (n=56) | No games (X) | Traditional games (T) Mean (95% CI) | Active games (A) | Remove (X-T) | Replace (A-T) |
|---|---|---|---|---|---|
| Difference (95% CI), p values | |||||
| MVPA | |||||
| Week | 55.8 (49.2 to 62.3) | 54.1 (47.5 to 60.7) | 56.1 (49.5 to 62.8) | 1.7 (−3.2 to 6.6), 0.493 | 2.0 (−3.0 to 7.1), 0.428 |
| School day | 60.9 (53.9 to 67.8) | 58.2 (51.2 to 65.2) | 61.5 (54.4 to 68.5) | 2.6 (−2.4 to 7.7), 0.306 | 3.2 (−2.0 to 8.4), 0.228 |
| Weekend day | 43.2 (34.3 to 52.2) | 42.8 (33.7 to 51.9) | 43.0 (33.9 to 52.2) | 0.4 (−9.1 to 9.9), 0.933 | 0.2 (−9.5 to 10.0), 0.966 |
| 15:30–18:00 school day | 12.9 (10.3 to 15.5) | 9.1 (6.4 to 11.7) | 12.3 (9.6 to 14.9) | ||
| Light PA | |||||
| Week | 242.5 (230.8 to 254.2) | 240.3 (228.5 to 252.2) | 245.6 (233.7 to 257.5) | 2.2 (−9.4 to 13.7), 0.712 | 5.3 (−6.6 to 17.2), 0.385 |
| School day | 241.3 (229.9 to 252.7) | 242.3 (230.7 to 253.9) | 243.8 (232.1 to 255.4) | −1.0 (−11.8 to 9.8), 0.854 | 1.5 (−9.6 to 12.6), 0.794 |
| Weekend day | 245.5 (228.7 to 262.3) | 235.3 (218.3 to 252.4) | 250.2 (233.0 to 267.4) | 10.2 (−9.1 to 29.5), 0.302 | 14.9 (−4.9 to 34.6), 0.140 |
| 15:30–18:00 school day | 48.8 (45.3 to 52.4) | 48.0 (44.4 to 51.5) | 50.9 (47.2 to 54.5) | 0.9 (−2.9 to 4.6), 0.649 | 2.9 (−1.0 to 6.8), 0.142 |
| Sedentary | |||||
| Week | 518.7 (505.6 to 531.7) | 522.7 (509.4 to 535.9) | 515.4 (502.1 to 528.7) | −4.0 (−16.8 to 8.8), 0.540 | −7.2 (−20.4 to 5.9) 0.282 |
| School day | 531.1 (518.3 to 543.9) | 532.7 (519.7 to 545.7) | 528.3 (515.2 to 541.3) | −1.6 (−13.7 to 10.4), 0.790 | −4.5 (−16.9 to 8.0), 0.483 |
| Weekend day | 487.6 (468.3 to 507.0) | 498.5 (478.8 to 518.2) | 483.1 (463.3 to 503.0) | −10.8 (−32.9 to 11.3), 0.336 | −15.3 (−37.9 to 7.3), 0.184 |
| 15:30–18:00 school day | 88.0 (83.3 to 92.7) | 92.7 (88.0 to 97.5) | 86.5 (81.7,91.2) | − | − |
MVPA, moderate/vigorous physical activity.
Statistically significant results are highlighted in bold text.
Figure 2Summary of impact of removing or replacing traditional electronic games in terms of objectively measured activity time (moderate/vigorous physical activity and light) and sedentary time during the after-school period along with the diary determined changes in activities.
Diary reported daily minutes of active leisure, sedentary leisure and components of sedentary leisure in the 15:30–18:00 after-school period, adjusted for condition order
| No games (X) | Remove (X-T) | Replace (A-T) | |||
|---|---|---|---|---|---|
| Mean, 95% CI | Traditional games (T) | Active games (A) | Mean, 95% CI | p value | |
| Active leisure and transport | 42 | 30 | 33 | 3 | |
| Sedentary leisure | 68 | 82 | 61 | − | − |
| Non-screen sedentary leisure | 34 | 37 | 30 | −3 | −7 |
| Screen sedentary leisure | 33 | 45 | 31 | − | − |
| TV | 28 | 25 | 25 | 3 | 0 |
| Non-game computing | 4 | 5 | 4 | −1 | −1 |
| Sedentary electronic games* | 0 | 8 | 0 | ||
| Active electronic games* | 0 | 0 | 8 | ||
*Median (95% CI for median), Wilcoxon sign-rank test for condition differences.
Statistically significant results are highlighted in bold text.