Literature DB >> 26196728

Effects of Behavioral Contingencies on Adolescent Active Videogame Play and Overall Activity: A Randomized Trial.

Gregory J Norman1, Marc A Adams2, Ernesto R Ramirez1,3, Jordan A Carlson1,3, Jacqueline Kerr1, Suneeta Godbole1, Lindsay Dillon1, Simon J Marshall1.   

Abstract

OBJECTIVE: This study evaluated the effect of four active videogames (AVGs) varying in behavioral contingencies (behavior-consequence relations) on adolescent AVG play and overall activity levels over 4 weeks.
MATERIALS AND METHODS: Each AVG, manufactured by SSD/Xavix(®) (Shiseido Co. of Japan, Tokyo, Japan), was coded and scored for the number of positive and aversive behavioral contingencies within the games. "Bowling" and "Tennis" were classified as having "higher contingency scores," and "Boxing" and aerobic fitness training were classified as having "lower contingency scores." Adolescents (n=63; 11-15 years old; 62% male; 38% Hispanic; 44% overweight or obese) were randomized to play one of the four AVGs at home and recorded game play sessions in a paper log. Baseline and week 4 assessments were completed at home; week 1, 2, and 3 assessments were completed by telephone. Accelerometers were worn during baseline and weeks 1 and 4.
RESULTS: Accelerometer-measured sedentary and light activity hours/day were stable over time, whereas moderate-vigorous physical activity minutes/day increased in the higher contingency group and decreased in the lower contingency group (interaction effect, 6.43, P=0.024). Reported game play minutes decreased in both groups from week 1 to week 4 (-29.42 minutes, P=0.001). DISCUSSION: There was some support for the hypothesis that AVGs with more behavioral contingencies, compared with AVGs with fewer behavioral contingencies, result in more physical activity. However, overall AVG play decreased substantially after the first week. Further study is needed to better understand how behavioral contingencies can be used in AVGs to enhance their potential to provide health benefits to game players.

Entities:  

Year:  2013        PMID: 26196728     DOI: 10.1089/g4h.2013.0016

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  4 in total

1.  A randomized controlled trial of dance exergaming for exercise training in overweight and obese adolescent girls.

Authors:  A E Staiano; A M Marker; R A Beyl; D S Hsia; P T Katzmarzyk; R L Newton
Journal:  Pediatr Obes       Date:  2016-02-26       Impact factor: 4.000

2.  Might Video Games Help Remedy Childhood Obesity?

Authors:  Tom Baranowski
Journal:  Child Obes       Date:  2015-05-15       Impact factor: 2.992

3.  A pilot crossover study: effects of an intervention using an activity monitor with computerized game functions on physical activity and body composition.

Authors:  Masato Nishiwaki; Akinori Kuriyama; Yumi Ikegami; Nana Nakashima; Naoyuki Matsumoto
Journal:  J Physiol Anthropol       Date:  2014-12-02       Impact factor: 2.867

4.  Getting Active with Active Video Games: A Quasi-Experimental Study.

Authors:  Yan Liang; Patrick W C Lau; Yannan Jiang; Ralph Maddison
Journal:  Int J Environ Res Public Health       Date:  2020-10-30       Impact factor: 3.390

  4 in total

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