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Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial

BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games –i.e. active games- may be a promising alternative to traditional non-active gam...

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Autores principales: Simons, Monique, Chinapaw, Mai JM, van de Bovenkamp, Maaike, de Boer, Michiel R, Seidell, Jacob C, Brug, Johannes, de Vet, Emely
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3987926/
https://www.ncbi.nlm.nih.gov/pubmed/24661535
http://dx.doi.org/10.1186/1471-2458-14-275
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author Simons, Monique
Chinapaw, Mai JM
van de Bovenkamp, Maaike
de Boer, Michiel R
Seidell, Jacob C
Brug, Johannes
de Vet, Emely
author_facet Simons, Monique
Chinapaw, Mai JM
van de Bovenkamp, Maaike
de Boer, Michiel R
Seidell, Jacob C
Brug, Johannes
de Vet, Emely
author_sort Simons, Monique
collection PubMed
description BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games –i.e. active games- may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. METHODS/DESIGN: The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12 – 16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents’ measured BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents’ self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games. DISCUSSION: This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents. TRIAL REGISTRATION: Dutch Trial register NTR3228.
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spelling pubmed-39879262014-04-16 Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial Simons, Monique Chinapaw, Mai JM van de Bovenkamp, Maaike de Boer, Michiel R Seidell, Jacob C Brug, Johannes de Vet, Emely BMC Public Health Study Protocol BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games –i.e. active games- may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. METHODS/DESIGN: The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12 – 16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents’ measured BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents’ self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games. DISCUSSION: This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents. TRIAL REGISTRATION: Dutch Trial register NTR3228. BioMed Central 2014-03-24 /pmc/articles/PMC3987926/ /pubmed/24661535 http://dx.doi.org/10.1186/1471-2458-14-275 Text en Copyright © 2014 Simons 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 credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Study Protocol
Simons, Monique
Chinapaw, Mai JM
van de Bovenkamp, Maaike
de Boer, Michiel R
Seidell, Jacob C
Brug, Johannes
de Vet, Emely
Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial
title Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial
title_full Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial
title_fullStr Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial
title_full_unstemmed Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial
title_short Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial
title_sort active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial
topic Study Protocol
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3987926/
https://www.ncbi.nlm.nih.gov/pubmed/24661535
http://dx.doi.org/10.1186/1471-2458-14-275
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