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Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children

The primary objective of this pilot study was to evaluate the effect of active video games on children's physical activity levels. Twenty children (mean ± SD age = 12 ± 1.5 years; 40% female) were randomised to receive either an active video game upgrade package or to a control group (no interv...

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Autores principales: Ni Mhurchu, Cliona, Maddison, Ralph, Jiang, Yannan, Jull, Andrew, Prapavessis, Harry, Rodgers, Anthony
Formato: Texto
Lenguaje:English
Publicado: BioMed Central 2008
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2254648/
https://www.ncbi.nlm.nih.gov/pubmed/18257911
http://dx.doi.org/10.1186/1479-5868-5-8
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author Ni Mhurchu, Cliona
Maddison, Ralph
Jiang, Yannan
Jull, Andrew
Prapavessis, Harry
Rodgers, Anthony
author_facet Ni Mhurchu, Cliona
Maddison, Ralph
Jiang, Yannan
Jull, Andrew
Prapavessis, Harry
Rodgers, Anthony
author_sort Ni Mhurchu, Cliona
collection PubMed
description The primary objective of this pilot study was to evaluate the effect of active video games on children's physical activity levels. Twenty children (mean ± SD age = 12 ± 1.5 years; 40% female) were randomised to receive either an active video game upgrade package or to a control group (no intervention). Effects on physical activity over the 12-week intervention period were measured using objective (Actigraph accelerometer) and subjective (Physical Activity Questionnaire for Children [PAQ-C]) measures. An activity log was used to estimate time spent playing active and non-active video games. Children in the intervention group spent less mean time over the total 12-week intervention period playing all video games compared to those in the control group (54 versus 98 minutes/day [difference = -44 minutes/day, 95% CI [-92, 2]], p = 0.06). Average time spent in all physical activities measured with an accelerometer was higher in the active video game intervention group compared to the control group (difference at 6 weeks = 194 counts/min, p = 0.04, and at 12 weeks = 48 counts/min, p = 0.06). This preliminary study suggests that playing active video games on a regular basis may have positive effects on children's overall physical activity levels. Further research is needed to confirm if playing these games over a longer period of time could also have positive effects on children's body weight and body mass index. ACTRN012606000018516
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spelling pubmed-22546482008-02-27 Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children Ni Mhurchu, Cliona Maddison, Ralph Jiang, Yannan Jull, Andrew Prapavessis, Harry Rodgers, Anthony Int J Behav Nutr Phys Act Short Paper The primary objective of this pilot study was to evaluate the effect of active video games on children's physical activity levels. Twenty children (mean ± SD age = 12 ± 1.5 years; 40% female) were randomised to receive either an active video game upgrade package or to a control group (no intervention). Effects on physical activity over the 12-week intervention period were measured using objective (Actigraph accelerometer) and subjective (Physical Activity Questionnaire for Children [PAQ-C]) measures. An activity log was used to estimate time spent playing active and non-active video games. Children in the intervention group spent less mean time over the total 12-week intervention period playing all video games compared to those in the control group (54 versus 98 minutes/day [difference = -44 minutes/day, 95% CI [-92, 2]], p = 0.06). Average time spent in all physical activities measured with an accelerometer was higher in the active video game intervention group compared to the control group (difference at 6 weeks = 194 counts/min, p = 0.04, and at 12 weeks = 48 counts/min, p = 0.06). This preliminary study suggests that playing active video games on a regular basis may have positive effects on children's overall physical activity levels. Further research is needed to confirm if playing these games over a longer period of time could also have positive effects on children's body weight and body mass index. ACTRN012606000018516 BioMed Central 2008-02-07 /pmc/articles/PMC2254648/ /pubmed/18257911 http://dx.doi.org/10.1186/1479-5868-5-8 Text en Copyright © 2008 Ni Mhurchu et al; licensee BioMed Central Ltd. http://creativecommons.org/licenses/by/2.0 This is an Open Access article distributed under the terms of the Creative Commons Attribution License ( (http://creativecommons.org/licenses/by/2.0) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Short Paper
Ni Mhurchu, Cliona
Maddison, Ralph
Jiang, Yannan
Jull, Andrew
Prapavessis, Harry
Rodgers, Anthony
Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
title Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
title_full Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
title_fullStr Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
title_full_unstemmed Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
title_short Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
title_sort couch potatoes to jumping beans: a pilot study of the effect of active video games on physical activity in children
topic Short Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2254648/
https://www.ncbi.nlm.nih.gov/pubmed/18257911
http://dx.doi.org/10.1186/1479-5868-5-8
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