| Literature DB >> 28491483 |
Amanda E Staiano1, Robbie A Beyl1, Daniel S Hsia1, Peter T Katzmarzyk1, Robert L Newton1.
Abstract
BACKGROUND: Given the low levels of physical activity (PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another context, exergames (i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside of game play. The purpose of this study was to examine potential transfer effects (i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen-time, and self-efficacy towards PA, as well as the intrinsic motivation of exergaming.Entities:
Keywords: Active video games; Leisure activity; Motivation; Screen-time; Self-efficacy; Television
Year: 2016 PMID: 28491483 PMCID: PMC5421642 DOI: 10.1016/j.jshs.2016.11.005
Source DB: PubMed Journal: J Sport Health Sci ISSN: 2213-2961 Impact factor: 7.179
Participant baseline characteristics (mean ± SD).
| Intervention | Control | |
|---|---|---|
| Age (year) | 15.3 ± 1.3 | 16.1 ± 1.3 |
| Race | ||
| African American (%) | 68 | 61 |
| White (%) | 32 | 39 |
| Height (cm) | 160.1 ± 6.3 | 164.7 ± 6.1 |
| Weight (kg) | 98.2 ± 28.5 | 103.0 ± 26.9 |
| Body mass index | 2.2 ± 0.5 | 2.2 ± 0.5 |
| Body mass index percentile | 97.7 ± 2.6 | 97.4 ± 3.0 |
| Self-reported physical activity (per week) | ||
| Day | 2.8 ± 2.5 | 2.6 ± 1.7 |
| Mild bout | 3.7 ± 3.5 | 2.8 ± 3.5 |
| Moderate bout | 3.2 ± 3.1 | 2.5 ± 3.5 |
| Strenuous bout | 2.9 ± 4.9 | 2.6 ± 3.6 |
| Screen time (h/day) | ||
| Television viewing | 2.9 ± 1.7 | 3.1 ± 2.3 |
| Video game play | 0.8 ± 1.1 | 1.0 ± 2.1 |
| Computer use | 1.7 ± 2.8 | 1.5 ± 2.1 |
n = 18 for the intervention group for indicated variables.
Number of estimated 15-min bouts.
Fig. 1Pedometer-assessed step counts per session during all 60 min exergaming sessions for the intervention participants (n = 19 participants over 36 gaming sessions).
Fig. 2Accelerometer-measured physical activity of >60 min (A) and in the 30 min free choice session (B) at Week 0 and Week 13.
Intrinsic motivation (range: 1 to 7) to play exergames as reported by intervention group (n = 19).
| Variable | Score |
|---|---|
| This activity was fun to do. | 6.6 |
| I enjoyed doing this activity very much. | 6.5 |
| After working at this activity for a while, I felt pretty competent. | 6.5 |
| I put a lot of effort into this activity. | 6.1 |
| I think doing this activity could help me to stay in shape. | 6.1 |
| I believe doing this activity could be beneficial to me. | 6.0 |
| I think I did pretty well at this activity, compared to other students. | 5.7 |
| I thought this was a boring activity. | 1.7 |
| This was an activity that I couldn't do very well. | 1.5 |
| I didn't put much energy into this. | 1.7 |
Note: The final 3 responses were reverse-coded to calculate the total score.