| Literature DB >> 26153884 |
Monique Simons1, Johannes Brug2, Mai J M Chinapaw3, Michiel de Boer4, Jaap Seidell4, Emely de Vet5.
Abstract
OBJECTIVE: The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight.Entities:
Mesh:
Year: 2015 PMID: 26153884 PMCID: PMC4496035 DOI: 10.1371/journal.pone.0126023
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Participant flow chart.
Baseline characteristics of adolescent study participants (mean (SD) or %).
| Intervention group | Control group | Total | |
|---|---|---|---|
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| N = 134 | N = 126 | N = 260 |
| Age, mean (SD) | 13.7 (1.3) | 14.1 (1.3) | 13.9 (1.3) |
| Sex, % boys | 90 | 92 | 91 |
| Educational level, % following higher educational level | 72 | 65 | 69 |
| Ethnicity, % Dutch origin | 85 | 80 | 83 |
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| BMI | 20.6 (3.7) | 20.3 (3.0) | 20.5 (3.4) |
| BMI-SDS | 0.48 (1.2) | 0.35 (1.1) | 0.42 (1.1) |
| % Overweight/ obese | 25 | 19 | 22 |
| SDS-waist circumference | 0.53 (1.07) | 0.36 (0.98) | 0.45 (1.03) |
| Hip circumference | 88.4 (8.4) | 87.9 (7.7) | 88.2 (8.04) |
| Sum of skin folds | 52.1 (31.3) | 50.0 (26.5) | 51.1 (29.01) |
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| N = 138 | N = 124 | N = 262 |
| Active video gaming (hours per week), | |||
| % ≥ 1 hour per week | 21 | 29 | 25 |
| Non-active video gaming (hours per week), | |||
| median (IQR) | 12.0 (11.0) | 9.58 (10.81) | 11.0 (10.7) |
| Total sedentary screen time (hours per week), | |||
| median (IQR) | 39.25 (28.0) | 36.33 (20.98) | 37.42 (24.23) |
| Physical activity | |||
| median (IQR) | 10.63 (7.02) | 10.38 (6.42) | 10.5 (7.0) |
| Snack intake (pieces/portions per week), | |||
| median (IQR) | 10.0 (12.25) | 12.0 (13.0) | 11.5 (13.0) |
| Consumption of sugar sweetened beverages, | |||
| % >1400 ml/week | 73 | 76 | 74 |
aHigher educational level = higher continued education and Pre-university education (low educational level = pre-vocational education).
bAdolescents were defined as Dutch origin when both parents were born in the Netherlands (CBS).
cSDS scores were calculated with the use of data from 1997 described by Schönbeck et al., 2011 [1].
dBased on international cut-off points for overweight and obesity (Cole et al., 2000) [44].
eSum of active transport to school, walking and cycling for transport in leisure time and sports participation.
IQR = Interquartile Range.
Results of main multilevel regression analyses (β (95% CI)) to evaluate the effects of the active game intervention on anthropometrics after 4 and 10 months (statistical significant β with their 95%CI’s are printed in bold).
| Intervention group | Control group | Model 1 | Model 2 | |||
|---|---|---|---|---|---|---|
| N | Mean (SD) | N | Mean (SD) | β (95%CI) | β (95%CI) | |
| BMI-SDS | ||||||
| Baseline | 134 | 0.48 (1.2) | 126 | 0.35 (1.1) | ||
| 4-months | 123 | 0.51 (1.2) | 120 | 0.33 (1.0) | 0.044 (-0.035; 0.123) | 0.049 (-0.031;0.128) |
| 10-months | 131 | 0.49 (1.1) | 126 | 0.28 (1.0) | 0.093 (0.015; 0.17) | 0.098 (0.0199;0.176) |
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| 0.069 (0.003;0.135) | 0.074 (0.008;0.14) | ||||
| SDS-waist circumference | ||||||
| Baseline | 134 | 0.53 (1.07) | 126 | 0.36 (0.98) | ||
| 4-months | 123 | 0.61 (1.04) | 120 | 0.45 (1.0) | 0.05 (-0.246;0.347) | 0.025 (-0.271;0.321) |
| 10-months | 131 | 0.63 (1.05) | 126 | 0.37 (0.98) | 0.258 (0.010;0.506) | 0.23 (-0.017;0.476) |
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| 0.045 (-0.043;0.132) | 0.039 (-0.046;0.125) | ||||
| Hip circumference (cm) | ||||||
| Baseline | 134 | 88.4 (8.4) | 126 | 87.9 (7.7) | ||
| 4-months | 123 | 89.3 (8.0) | 120 | 89.1 (7.4) | 0.025(-0.615;0.665) | 0.004(-0.645;0.653) |
| 10-months | 131 | 89.8 (7.9) | 126 | 88.5 (6.9) | 0.823(0.196;1,451) | 0.751(0.113;1.39) |
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| 0.44 (-0.121;1.00) | 0.39 (-0.18;0.964) | ||||
| Sum of skin folds (mm) | ||||||
| Baseline | 134 | 52.1 (31.3) | 126 | 50.0 (26.5) | ||
| 4-months | 123 | 51.1 (28.9) | 120 | 46.5 (24.5) | 2.27 (-2.94;7.48) | 2.50 (-2.75;7.76) |
| 10-months | 131 | 50.0 (31.6) | 126 | 44.7 (23.7) | 3.42 (0.227;6.609) | 3.45 (0.196;6.71) |
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| 3.13 (0.246;6.019) | 3.22 (0.266;6.17) |
aSDS-BMI–standard deviation of body mass index; SDS-waist circumference–standard deviation of waist circumference.
bModel 1 adjusted for baseline outcome value.
cModel 2 adjusted for baseline outcome value, age, sex, ethnicity and adolescent educational level.
Control group = 0; Intervention group = 1 (ref).
Results of intention to treat multilevel regression analysis (β (95% CI)) to evaluate the effects of the active video game intervention on video game behavior, sedentary screen time, physical activity and energy intake after 1, 4 and 10 months (statistical significant β with their 95%CI’s are printed in bold).
| Intervention group | Control group | Model 1 | Model 2 | ||||
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| N | N | ||||||
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| % ≥ 1 hour per week |
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| Baseline | 138 | 21 | 124 | ||||
| 1-month | 131 | 94 | 111 |
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| 4-months | 130 | 85 | 119 |
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| 10-months | 131 | 78 | 121 |
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| Baseline | 138 | 12.0 (11.0) | 124 | 9.58 (10.81) | |||
| 1-month | 131 | 8.7 (9.0) | 111 | 10.7 (9.0) |
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| 4-months | 130 | 6.6 (7.6) | 119 | 9.0 (7.5) |
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| 10-months | 131 | 6.8 (6.0) | 121 | 8.3 (9.8) |
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| Baseline | 138 | 39.25 (28.0) | 122 | 36.33 (20.98) | |||
| 1-month | 130 | 31.5 (25.35) | 110 | 38.71 (23.58) |
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| 4-months | 129 | 29.0 (19.88) | 119 | 35.0 (23.22) |
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| 10-months | 131 | 30.5 (22.0) | 121 | 34.83 (23.70) |
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| Baseline | 138 | 10.63 (7.02) | 124 | 10.38 (6.42) | |||
| 1-month | 131 | 10.17 (6.17) | 111 | 10.36 (6.33) | -0.24 (-1.34;0.86) | -0.40 (-1.53;0.73) | |
| 4-months | 130 | 10.25 (5.92) | 119 | 10.25 (6.33) | -0.05 (-1.15;1.04) | -0.56 (-1.72;0.59) | |
| 10-months | 131 | 10.0 (6.17) | 121 | 10.0 (6.96) | -0.08 (-1.17;1.01) | -0.37 (-1.5;0.77) | |
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| -0.12 (-1.04;0.80) | -0.43 (-1.34;0.48) | |||||
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| Baseline | 138 | 73 | 124 | 76 | |||
| 1-month | 131 | 61 | 111 | 78 |
| 0.49 (0.24;1.01) | |
| 4-months | 130 | 60 | 119 | 71 | 0.69 (0.36;1.33) | 0.74 (0.38;1.47) | |
| 10-months | 131 | 62 | 121 | 77 | 0.67 (0.34;1.29) | 0.71 (0.36;1.41) | |
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| 0.65 (0.41;1.03) | |||||
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| Baseline | 138 | 10.0 (12.25) | 124 | 12.0 (13.0) | |||
| 1-month | 131 | 10.0 (11.0) | 111 | 11.0 (11.0) | -1.44 (-3.38;0.50) | -0.98 (-3.03;1.07) | |
| 4-months | 130 | 9.0 (9.0) | 119 | 10.0 (12.0) | -0.72 (-2.64;1.20) | -1.76 (-3.86;0.33) | |
| 10-months | 131 | 9.0 (11.0) | 121 | 11.0 (10.5) | -1.11 (-3.03;0.82) | -0.87 (-2.93;1.18) | |
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| -1.07 (-2.66;0.50) | -1.12 (-2.75;0.50) | |||||
Control group = 0 (reference group); Intervention group = 1.
aModel 1 adjusted for baseline outcome value.
bModel 2 adjusted for baseline outcome value, age, sex, ethnicity and adolescent educational level.
cTotal sedentary screen time includes TV/DVD, non-active game and computer time.
dPhysical activity includes sports, active transport to school and walking and cycling in leisure time.
eValue represents Exp (β) (95%CI) which is the ratio of geometrical means.
IQR = Interquartile Range.
Process evaluation outcome measures at 1 month, 4 months and 10 months.
| 1 month | 4 months | 10 months | |
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| How much time did you spend on average playing the Move video games? (% (n)) | |||
| 0–60 minutes per week | 42 (54) | 60 (79) | 67 (87) |
| ≥60 minutes per week | 58 (74) | 40 (51) | 33 (44) |
| Did you succeed in playing the move video games for at least one hour per week? | |||
| Yes, I played the move games for at least one hour per week | 61 (79) | 33 (43) | 28 (37) |
| No, in some weeks I failed to play the move games for at least one hour | 37 (48) | 58 (77) | 55 (73) |
| No, I never succeed in playing the move games for at least one hour per week | 2 (3) | 9 (12) | 17 (22) |
| Reasons for not playing the Move games among adolescents who did not succeed to play ≥ 1 hour per week Move games (top 5) (% (N)) | |||
| Lack of time | 64 (32) | 67 (59) | 71 (67) |
| Too many other things to do | 56 (28) | 66 (58) | 65 (61) |
| I rather play non-active video games | 24 (12) | 42 (37) | 50 (47) |
| Move games were boring | 18 (9) | 30 (26) | 37 (35) |
| Lack of space to play the Move games | 22 (11) | 18 (16) | 16 (15) |
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| Enjoyment (scale 1–7) (mean (SD)) | 4.8 (1.2) | 4.0 (1.4) | 3.7 (1.5) |
| Ease of use (scale 1–5) (mean (SD)) | 4.4 (0.7) | 4.4 (0.7) | 4.3 (0.7) |
| Competence (scale 1–5) (mean (SD)) | 3.7 (0.6) | 3.6 (0.6) | 3.5 (0.7) |
| Most often played Move game (based on a rank score from 1 to 6) (mean (SD)) | |||
| Dance start Party | - | - | 4.2 (1.7) |
| Start the Party: Save the World | - | - | 4.2 (1.7) |
| Sorcery | - | - | 3.7 (1.7) |
| Move Fitness | - | - | 3.5 (1.5) |
| Medieval Moves | - | - | 3.3 (1.3) |
| Sports Champions | - | - | 2.1 (1.4) |
| Most enjoyed Move games (based on the mean rank score (1 to 6) (Mean (SD)) | |||
| Start the Party: Save the World | - | - | 4.1 (1.7) |
| DanceStar Party | - | - | 4.1 (1.7) |
| Sorcey | - | - | 3.6 (1.8) |
| Move Fitness | - | - | 3.6 (1.5) |
| Medieval Moves | - | - | 3.5 (1.4) |
| Sports Champions | - | - | 2.2 (1.4) |
| Opinion on the amount of provided Move games (% (n)) | |||
| Too little | - | - | 21 (27) |
| Good | - | - | 74 (98) |
| Too much | - | - | 5 (6) |
| Did you bought, received, borrowed or downloaded other Move games in addition to the games we provided you? (% (N) yes) | - | - | 26 (34) |
| Perceived physical exertion of playing Move games (% (n)) | |||
| Light | - | - | 37 (49) |
| Moderate | - | - | 58 (75) |
| Heavy | - | - | 5 (7) |
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| Move game companion (% (n)) | |||
| Alone | - | - | 58 (77) |
| With friends | - | - | 21 (27) |
| With brother/sister | - | - | 16 (21) |
| With others | - | - | 3 (4) |
| With my parents | - | - | 2 (2) |
| Location of PlayStation Move console | |||
| Living room | - | - | 42 (55) |
| Adolescent’s bed room | - | - | 42 (55) |
| Brother/sister’s bedroom | - | - | 6 (8) |
| Attic | - | - | 5 (7) |
| Shared game/computer room | - | - | 5 (6) |
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| Injuries (bruises or strained muscles/tendons) while playing Move video games (% (N)) | - | - | 20% (26) |
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| Playing Move video games mainly replaced …. | |||
| Playing non-active game | - | - | 65 (85) |
| Watching TV | - | - | 11 (14) |
| Surfing the web | - | - | 8 (11) |
| Sports | - | - | 4 (5) |
| Playing outside | - | - | 2 (2) |
| Other … | - | - | 10 (14) |
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| I intend to continue playing the Move video games (% (N) agree or totally agree) | - | - | 44 (57) |
| I expect to continue with playing the Move video games (totally disagree (% (N) probably or very probably) | - | - | 49 (64) |
Fig 2Development of usage of the Move games (minutes per week) over the 10-month (40 weeks) intervention period.