| Literature DB >> 33305216 |
Kambiz Norozi1,2,3,4,5, Robert Haworth1,2, Adam A Dempsey1,2, Kaitlin Endres2, Luis Altamirano-Diaz1,2,3,4.
Abstract
BACKGROUND: Despite current physical activity (PA) guidelines, children spend an average of 1-3 hours/day playing video games. Some video games offer physically active components as part of gameplay. We sought to determine if these active video games (AVGs) can elicit at least moderate PA in children, identify game elements important for PA, and determine if they are fun to play.Entities:
Year: 2020 PMID: 33305216 PMCID: PMC7711007 DOI: 10.1016/j.cjco.2020.07.006
Source DB: PubMed Journal: CJC Open ISSN: 2589-790X
Anthropomorphic measurements of N = 20 study participants
| Anthropomorphic measures | All (N = 20) | Females (n = 8) | Males (n = 12) | |||||
|---|---|---|---|---|---|---|---|---|
| Mean | SD | Mean | SD | Range | Mean | SD | Range | |
| Age (y) | 11.8 | 2.5 | 12.1 | 2.2 | 8,14 | 11.5 | 2.8 | 8, 16 |
| Weight (kg) | 46.4 | 11.8 | 48.5 | 8.1 | 31.3, 56.8 | 45.1 | 13.9 | 25.4, 60.0 |
| Height (cm) | 154 | 14 | 156 | 11 | 133, 164 | 152 | 16 | 128, 173 |
| BMI z-score | 0.23 | 0.98 | 0.46 | 0.54 | –0.46, 1.10 | 0.07 | 1.18 | –1.79, 2.44 |
| BMI percentile | 57 | 28 | 66 | 19 | 32, 86 | 51 | 32 | 4, 99 |
| Resting HR (bpm) | 78 | 10 | 80 | 8 | 70, 93 | 76 | 11 | 63, 97 |
BMI, body mass index; bpm, beats per minute; HR, heart rate; SD, standard deviation.
Exercise stress test outcomes of N = 20 study participants
| Exercise stress test outcome | All (N = 20) | Females (n = 8) | Males (n = 12) | |||||
|---|---|---|---|---|---|---|---|---|
| Mean | SD | Mean | SD | Range | Mean | SD | Range | |
| Peak VO2% of predicted (%) | 76.7 | 17.0 | 73.3 | 19.1 | 51.5, 99.8 | 78.9 | 15.9 | 51.6, 103.9 |
| RER | 1.13 | 0.10 | 1.14 | 0.10 | 0.98, 1.25 | 1.12 | 0.10 | 0.97, 1.32 |
| Peak HR (bpm) | 186 | 17 | 188 | 17 | 160, 206 | 185 | 18 | 153, 214 |
| HRmax (bpm) | 208 | 3 | 208 | 2 | 206, 212 | 209 | 3 | 204, 212 |
| Peak HR / HRmax (%) | 89.5 | 8.3 | 90.7 | 8.3 | 75.8, 100.0 | 88.7 | 8.5 | 72.5, 101.4 |
bpm, beats per minute; HR, heart rate; HRmax, maximum HR = 220 – age; RER, respiratory exchange ratio; VO2, oxygen uptake.
Physical activity heart rate (HR) thresholds (N = 20)
| HR thresholds | HR (bpm) | ||||
|---|---|---|---|---|---|
| Mean | SD | Range | Median | IQR | |
| HR@VT (bpm) | 126 | 11 | 107, 147 | 125 | 120, 134 |
| VT/HRmax (%) | 60 | 5 | 51, 71 | 60 | 57, 64 |
| VT/HRpeak (%) | 68 | 6 | 58, 77 | 67 | 64, 73 |
| 50% HRmax (bpm; moderate) | 104 | 1 | 102, 106 | 104 | 103, 106 |
| 70% HRmax (bpm; vigorous) | 146 | 2 | 143, 148 | 146 | 144, 148 |
bpm, beats per minute; HRmax, maximum HR; HR@VT, HR at ventilatory threshold; IQR, interquartile range; SD, standard deviation; VT, ventilatory threshold.
Proportion of gameplay time heart rate (HR) is at or above the HR thresholds for physical activity intensity
| HR threshold | Levels | % Gameplay time | |||||
|---|---|---|---|---|---|---|---|
| DC | KF | ||||||
| Mean | SD | Range | Mean | SD | Range | ||
| ≥ HR@VT | All | 54.3 | 29.5 | 0.0, 94.6 | 87.8 | 21.8 | 5.1, 100 |
| 87.6 | 16.2 | 55.8, 100 | 97.3 | 4.4 | 83.4, 100 | ||
| 50% < 70% HRmax | 64.9 | 24.3 | 15.5, 98.9 | 34.2 | 32.5 | 3.4, 95.0 | |
| ≥ 70% HRmax | 22.8 | 28.5 | 0.0, 84.5 | 63.1 | 32.3 | 1.1, 96.6 | |
| ≥ HR@VT | Easy | 42.6 | 31 | 0.0, 92.0 | 73.6 | 26.6 | 0.0, 100 |
| 81.1 | 25 | 27.0, 100 | 94.4 | 7.6 | 76.6, 100 | ||
| 50% < 70% HRmax | 66.2 | 26.4 | 27.0, 98.9 | 47 | 29.3 | 5.5, 95.5 | |
| ≥ 70% HRmax | 14.9 | 24.5 | 0.0, 72.5 | 47.4 | 33.4 | 0.0, 94.5 | |
| ≥ HR@VT | Hard | 74 | 25.4 | 15.8, 99.0 | 91.5 | 22 | 6.1, 100 |
| ≥ 50% HRmax | 95.2 | 6.8 | 82.4, 100 | 97 | 7.1 | 73.7, 100 | |
| 50% < 70% HRmax | 60.5 | 32.3 | 4.5, 99.1 | 28.4 | 33.9 | 0.0, 97.4 | |
| ≥ 70% HRmax | 34.7 | 35.8 | 0.0, 95.5 | 68.5 | 34.4 | 1.3, 100 | |
n = 19 for easy-level DC; n = 17 for hard-level DC; n = 18 for KF. Range = min, max.
bpm, beats per minute; DC, Dance Central Spotlight; HRmax, maximum HR = 220 – age; HRpeak, peak HR during cardiopulmonary exercise stress testing; KF, Kung-Fu for Kinect; min, minimum; max, maximum; SD, standard deviation; VT, ventilatory threshold.
Summary of the game engagement and experience questionnaires
| Positive/negative enjoyment measure | Game | |||||
|---|---|---|---|---|---|---|
| Favorite | DC | KF | ||||
| Mean | SD | Mean | SD | Mean | SD | |
| Positive | ||||||
| Engagement | 1.82 | 0.67 | 0.95 | 0.7 | 1.39 | 0.37 |
| Competence | 3.11 | 0.59 | 1.99 | 1.17 | 2.53 | 1 |
| Immersion | 2.76 | 0.94 | 1.19 | 1.18 | 2.47 | 1.06 |
| Flow | 2.1 | 1.08 | 1.08 | 0.94 | 1.56 | 0.87 |
| Challenge | 1.72 | 1.08 | 1.31 | 0.95 | 1.76 | 0.73 |
| Positive affect | 3.51 | 0.42 | 2.1 | 1.46 | 3.12 | 0.82 |
| Negative | ||||||
| Tension/annoyance | 0.88 | 1.04 | 0.82 | 0.67 | 0.96 | 0.59 |
| Negative affect | 1.04 | 0.9 | 1.42 | 0.78 | 1.07 | 0.46 |
n = 19, except for DC, n = 18, and for KF, n = 16 (for KF Engagement n = 17).
DC, Dance Central Spotlight; Favorite, subject’s personal favorite; KF, Kung-Fu for Kinect; SD, standard deviation.
A score of 4 represents the most-positive experience.
P ≤ 0.05 vs Favorite (repeated-measures analysis of variance with Bonferroni pairwise testing).
A score of 0 represents the least-negative experience.