Literature DB >> 26651464

A pilot randomized, controlled trial of an active video game physical activity intervention.

Wei Peng1, Karin A Pfeiffer2, Brian Winn1, Jih-Hsuan Lin3, Darijan Suton2.   

Abstract

OBJECTIVE: Active video games (AVGs) transform the sedentary screen time of video gaming into active screen time and have great potential to serve as a "gateway" tool to a more active lifestyle for the least active individuals. This pilot randomized trial was conducted to explore the potential of theory-guided active video games in increasing moderate-to-vigorous physical activity (MVPA) among young adults.
METHOD: In this pilot 4-week intervention, participants were randomly assigned to 1 of the following groups: an AVG group with all the self determination theory (SDT)-based game features turned off, an AVG group with all the SDT-based game features turned on, a passive gameplay group with all the SDT-based game features turned on, and a control group. Physical activity was measured using ActiGraph GT3X accelerometers. Other outcomes included attendance and perceived need satisfaction of autonomy, competence and relatedness.
RESULTS: It was found that playing the self-determination theory supported AVG resulted in greater MVPA compared with the control group immediately postintervention. The AVG with the theory-supported features also resulted in greater attendance and psychological need satisfaction than the non-theory-supported one.
CONCLUSION: An AVG designed with motivation theory informed features positively impacted attendance and MVPA immediately postintervention, suggesting that including AVG features guided with motivation theory may be a method of addressing common problems with adherence and increasing effectiveness of active gaming. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

Entities:  

Mesh:

Year:  2015        PMID: 26651464     DOI: 10.1037/hea0000302

Source DB:  PubMed          Journal:  Health Psychol        ISSN: 0278-6133            Impact factor:   4.267


  8 in total

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Journal:  Health Psychol       Date:  2019-09-12       Impact factor: 4.267

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Authors:  Ursela Christopherson; Stephanie J Wells; Nathan Parker; Elizabeth J Lyons; Michael D Swartz; Anna Blozinski; Karen Basen-Engquist; Susan Peterson; Maria C Swartz
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4.  Capitalizing upon the Attractive and Addictive Properties of Massively Multiplayer Online Role-Playing Games to Promote Wellbeing.

Authors:  Gabriel Thorens; Joel Billieux; Pierre Megevand; Daniele Zullino; Stéphane Rothen; Sophia Achab; Yasser Khazaal
Journal:  Front Psychiatry       Date:  2016-10-17       Impact factor: 4.157

5.  Feasibility and Acceptability of an Active Video Game-Based Physical Activity Support Group (Pink Warrior) for Survivors of Breast Cancer: Randomized Controlled Pilot Trial.

Authors:  Maria C Swartz; Zakkoyya H Lewis; Rachel R Deer; Anna L Stahl; Michael D Swartz; Ursela Christopherson; Karen Basen-Engquist; Stephanie J Wells; H Colleen Silva; Elizabeth J Lyons
Journal:  JMIR Cancer       Date:  2022-08-22

6.  Development of a Kinect Software Tool to Classify Movements during Active Video Gaming.

Authors:  Michael Rosenberg; Ashleigh L Thornton; Brendan S Lay; Brodie Ward; David Nathan; Daniel Hunt; Rebecca Braham
Journal:  PLoS One       Date:  2016-07-21       Impact factor: 3.240

7.  Six Tips on How to Bring Epic Wins to Health Care.

Authors:  Anna Sort; Yasser Khazaal
Journal:  Front Psychiatry       Date:  2017-11-30       Impact factor: 4.157

8.  Exercising With a Six Pack in Virtual Reality: Examining the Proteus Effect of Avatar Body Shape and Sex on Self-Efficacy for Core-Muscle Exercise, Self-Concept of Body Shape, and Actual Physical Activity.

Authors:  Jih-Hsuan Tammy Lin; Dai-Yun Wu; Ji-Wei Yang
Journal:  Front Psychol       Date:  2021-10-08
  8 in total

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