| Literature DB >> 24661535 |
Monique Simons1, Mai J M Chinapaw, Maaike van de Bovenkamp, Michiel R de Boer, Jacob C Seidell, Johannes Brug, Emely de Vet.
Abstract
BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. METHODS/Entities:
Mesh:
Year: 2014 PMID: 24661535 PMCID: PMC3987926 DOI: 10.1186/1471-2458-14-275
Source DB: PubMed Journal: BMC Public Health ISSN: 1471-2458 Impact factor: 3.295
Design scheme
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| (Weight, height, waist and hip circumference, skinfolds) | x | | x | x |
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| Time spent active and non-active gaming | x | x | x | x |
| Physical activity and sedentary screen time | x | x | x | x |
| Consumption of snacks and sugar sweetened beverages | x | x | x | x |
| Companions for active/non-active gaming | | | | x |
| Game consoles and applications owned | x | x | x | x |
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| Usage of Move games | | x | x | x |
| Reasons for not playing (the minimal of one hour per week) | | x | x | x |
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| Enjoyment with respect to playing the Move games | | x | x | x |
| Most played Move game | | x | x | x |
| Most enjoying Move game | | x | x | x |
| Ease of use | | x | x | x |
| Perceived competence | | x | x | x |
| Perceived physical exertion of playing Move games | | | | x |
| Opinion on the amount of provided Move games | | | | x |
| Self purchased Move game | | | | x |
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| Move game companions | | | | x |
| Location of PlayStation Move console | | | | x |
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T , Baseline measurement; T , Measurement one month after baseline; T , Measurement four months after baseline; T , Measurement ten months after baseline.
Gaming aspects and behavior, physical activity, sedentary and dietary behavior assessed in questionnaires
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| Time spent non-active gaming | De Jong et al., 2013 [ | ||
| Time spent active gaming | De Jong et al., 2013 [ | ||
| Companions for active/non-active gaming | Specifically developed for the current study1 | ||
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| Game consoles and applications owned | Specifically developed for the current study1 | ||
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| Sports | Flemish physical activity computer questionnaires [ | ||
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| Flemish physical activity computer questionnaires [ | |||
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| TV time | Flemish physical activity computer questionnaires [ | ||
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| Computer time | | ||
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| Consumption of sugar sweetened beverages | Sugar-sweetened beverages were defined as carbonated soft drinks, other non-carbonated sugar sweetened drinks (water-based beverages that contain sugar) and so-called sport and energy drinks (e.g. AA, Extran, Aquarius, Red Bull). Excluding light or diet drinks and fruit juices. | Van der Horst et al. 2008 [ | |
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| Consumption of snacks | Savory (fast-food, pizza, fries, chips, nuts). | Van der Horst et al. 2008; Van Assema et al., 2001 [ | |
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| Sweet (candy, candy bars, chocolate, cake, biscuits) | |||
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1The questions that were specifically developed for the current study were based on focus groups and/or a previous survey study on active and non-active gaming among adolescents [19,22] and were pilot-tested in gaming adolescents to assure understanding and face validity.
Process evaluation measures assessed in intervention group
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| Usage of Move games | Specifically developed for the current study1 | |
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| Reasons for not playing (the minimal of one hour per week) | Specifically developed for the current study1 | |
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| Enjoyment with respect to playing the Move games | Intrinsic Motivation Inventory (sub scale enjoyment) [ | |
| Most played move game | Specifically developed for the current study1 | |
| Most enjoying move game | Specifically developed for the current study1 | |
| Ease of use | Davis, 1989; Hsu & Lu, 2004 [ | |
| Perceived competence | Intrinsic motivation inventory (subscale competence) [ | |
| Perceived physical exertion of playing move games | Specifically developed for the current study1 | |
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| Opinion on the amount of provided Move games | Specifically developed for the current study1 | |
| Self purchased move game | Specifically developed for the current study1 | |
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| Move game companion | Specifically developed for the current study1 | |
| Location of PlayStation move console | Specifically developed for the current study1 | |
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| Occurrence of injuries because of playing with the move games | Specifically developed for the current study1 | |
| Simons et al., (2012) [ | ||
| Based on Theory of Planned Behavior [ | ||
1The questions that were specifically developed for the current study were based on focus groups and/or a previous survey study on active and non-active gaming among adolescents [19,22] and were pilot-tested in gaming adolescents to assure understanding and face validity.