Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
Primary Purpose
Child, Overweight, Sedentary Lifestyle
Status
Completed
Phase
Not Applicable
Locations
United States
Study Type
Interventional
Intervention
High Autonomy
Low Autonomy
Sponsored by
About this trial
This is an interventional other trial for Child
Eligibility Criteria
Inclusion Criteria:
- Sedentary lifestyle
- BMI between 5th and 95th percentile
Exclusion Criteria:
- taking any medications that affect energy use or eating
- actively trying to lose weight
- has any medical conditions that prevent him/her from safely joining in physical activity
- exercises more than three times per week for one hour at a time
- does not engage in more than 14 hours per week of screen-based activities
- does not own an active video game system
- plays active video games more than 30 minutes per week
Sites / Locations
- USDA Grand Forks Human Nutrition Research Center
Arms of the Study
Arm 1
Arm 2
Arm Type
Experimental
Experimental
Arm Label
High Autonomy
Low Autonomy
Arm Description
Children will choose active video games for use during the study.
Children will be assigned active video games for use during the study.
Outcomes
Primary Outcome Measures
Change in relative reinforcing value (RRV) of active video games
RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play).
Secondary Outcome Measures
Change in minutes of physical activity, as assessed by activity tracker
Minutes of physical activity will be assessed by having participants wear an Actigraph accelerometer for 7 days (minimum 10 hours per day) on the right hip.
Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities
Changes in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities (computer, phone TV), will be assessed by 24-hour activity recalls which participants will fill out for the prior day's activities for two weekend and two weekdays.
Beverage and snack food consumption
Average weekly intake of certain foods and beverages will be assessed by self-report questionnaire responses of the Beverage and Snack Questionnaire (BSQ).
Children's exercise self-efficacy
Changes in children's exercise self-efficacy will be assessed by self-report questionnaire responses of the Children's Self-Perception of Adequacy in and Predilection of Physical Activity Scale (CSAPPA).
Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2).
Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure active video game play.
Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure sedentary video game play.
Full Information
NCT ID
NCT02940431
First Posted
October 19, 2016
Last Updated
August 9, 2019
Sponsor
USDA Grand Forks Human Nutrition Research Center
1. Study Identification
Unique Protocol Identification Number
NCT02940431
Brief Title
Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
Official Title
Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
Study Type
Interventional
2. Study Status
Record Verification Date
August 2019
Overall Recruitment Status
Completed
Study Start Date
November 2016 (Actual)
Primary Completion Date
May 4, 2018 (Actual)
Study Completion Date
May 4, 2018 (Actual)
3. Sponsor/Collaborators
Responsible Party, by Official Title
Principal Investigator
Name of the Sponsor
USDA Grand Forks Human Nutrition Research Center
4. Oversight
Data Monitoring Committee
No
5. Study Description
Brief Summary
The purpose of this study is to look at the effects of active video game play on youth physical activity.
Detailed Description
Child obesity is increasing worldwide and has major implications for health, both during youth and later in life. Physical activity declines sharply during adolescence, making ages 8-12 a critical period to encourage healthy exercise habits. Increased childhood weight has been linked to sedentary leisure time activities, such as video games. "Active video games" (AVGs) are now being studied as a method to increase children's interest and participation in physical activity. Although research indicates that AVG play may lead to energy expenditure comparable to light/ moderate physical activity, children prefer sedentary video games to AVGs and often find AVGs boring. Children do not play AVGs as often or with the same intensity as traditional games/sports and lose interest in them; efforts must be made to increase the appeal of AVGs so they are competitive with sedentary video games. This study will examine whether children's motivation to engage in AVG play may be increased with greater autonomy, as well as whether increasing children's motivation to play AVGs also increases their motivation to play sedentary video games.
6. Conditions and Keywords
Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Child, Overweight, Sedentary Lifestyle
7. Study Design
Primary Purpose
Other
Study Phase
Not Applicable
Interventional Study Model
Factorial Assignment
Masking
None (Open Label)
Allocation
Randomized
Enrollment
49 (Actual)
8. Arms, Groups, and Interventions
Arm Title
High Autonomy
Arm Type
Experimental
Arm Description
Children will choose active video games for use during the study.
Arm Title
Low Autonomy
Arm Type
Experimental
Arm Description
Children will be assigned active video games for use during the study.
Intervention Type
Other
Intervention Name(s)
High Autonomy
Intervention Description
Children will be given two active video games (AVGs) of their choice. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will be allowed to select their next game.
Intervention Type
Other
Intervention Name(s)
Low Autonomy
Intervention Description
Children will be given their most-liked active video game (AVG) from the baseline relative reinforcing value assessment. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will receive a pre-determined game.
Primary Outcome Measure Information:
Title
Change in relative reinforcing value (RRV) of active video games
Description
RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play).
Time Frame
Week 0, Week 6, Week 10
Secondary Outcome Measure Information:
Title
Change in minutes of physical activity, as assessed by activity tracker
Description
Minutes of physical activity will be assessed by having participants wear an Actigraph accelerometer for 7 days (minimum 10 hours per day) on the right hip.
Time Frame
Week 0, Week 6, Week 10
Title
Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities
Description
Changes in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities (computer, phone TV), will be assessed by 24-hour activity recalls which participants will fill out for the prior day's activities for two weekend and two weekdays.
Time Frame
Week 0, Week 6, Week 10
Title
Beverage and snack food consumption
Description
Average weekly intake of certain foods and beverages will be assessed by self-report questionnaire responses of the Beverage and Snack Questionnaire (BSQ).
Time Frame
Week 0, Week 6, Week 10
Title
Children's exercise self-efficacy
Description
Changes in children's exercise self-efficacy will be assessed by self-report questionnaire responses of the Children's Self-Perception of Adequacy in and Predilection of Physical Activity Scale (CSAPPA).
Time Frame
Week 0, Week 6, Week 10
Title
Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity
Description
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2).
Time Frame
Week 0, Week 6, Week 10
Title
Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play
Description
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure active video game play.
Time Frame
Week 0, Week 6, Week 10
Title
Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play
Description
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure sedentary video game play.
Time Frame
Week 0, Week 6, Week 10
10. Eligibility
Sex
All
Minimum Age & Unit of Time
8 Years
Maximum Age & Unit of Time
12 Years
Accepts Healthy Volunteers
Accepts Healthy Volunteers
Eligibility Criteria
Inclusion Criteria:
Sedentary lifestyle
BMI between 5th and 95th percentile
Exclusion Criteria:
taking any medications that affect energy use or eating
actively trying to lose weight
has any medical conditions that prevent him/her from safely joining in physical activity
exercises more than three times per week for one hour at a time
does not engage in more than 14 hours per week of screen-based activities
does not own an active video game system
plays active video games more than 30 minutes per week
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
James N Roemmich, PhD
Organizational Affiliation
USDA Grand Forks Human Nutrition Research Center
Official's Role
Principal Investigator
Facility Information:
Facility Name
USDA Grand Forks Human Nutrition Research Center
City
Grand Forks
State/Province
North Dakota
ZIP/Postal Code
58203
Country
United States
12. IPD Sharing Statement
Plan to Share IPD
No
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Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
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