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Getting Active with Active Video Games: A Quasi-Experimental Study
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary t...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7663622/ https://www.ncbi.nlm.nih.gov/pubmed/33143064 http://dx.doi.org/10.3390/ijerph17217984 |
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author | Liang, Yan Lau, Patrick W. C. Jiang, Yannan Maddison, Ralph |
author_facet | Liang, Yan Lau, Patrick W. C. Jiang, Yannan Maddison, Ralph |
author_sort | Liang, Yan |
collection | PubMed |
description | Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors among children. Eighty-seven children (intervention n = 30) were recruited from one primary school. Classes in Grades 4–6 were allocated to either the intervention group or the control group in a 2:1 ratio. The eight-week intervention involved children playing AVGs in an after-school class twice a week. Participants in the control group continued with their usual activities. Outcome included the change of participants in sedentary time, PA, percentage body fat, body mass index (BMI), and psychosocial variables (enjoyment, self-efficacy and social support), from baseline to eight weeks. No significant group differences were observed in sedentary time (−33.9 min/day, 95% CI −70.8 to 4.8; p = 0.07). The intervention group significantly increased total PA (53.7 counts/min, 95% CI 8.6 to 104.2; p = 0.04) compared with those in the control condition. No differences were found in body composition and psychosocial variables. However, significant treatment effects were found on BMI z score among boys (−0.1, 95% CI −0.2 to 0; p = 0.04). An eight-week school-based AVG intervention delivered during after-school hours was effective in increasing activity levels among Hong Kong children. The treatment effects of AVGs on sedentary behavior and body composition need to be further demonstrated in a more robust study, especially in boys. |
format | Online Article Text |
id | pubmed-7663622 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-76636222020-11-14 Getting Active with Active Video Games: A Quasi-Experimental Study Liang, Yan Lau, Patrick W. C. Jiang, Yannan Maddison, Ralph Int J Environ Res Public Health Article Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors among children. Eighty-seven children (intervention n = 30) were recruited from one primary school. Classes in Grades 4–6 were allocated to either the intervention group or the control group in a 2:1 ratio. The eight-week intervention involved children playing AVGs in an after-school class twice a week. Participants in the control group continued with their usual activities. Outcome included the change of participants in sedentary time, PA, percentage body fat, body mass index (BMI), and psychosocial variables (enjoyment, self-efficacy and social support), from baseline to eight weeks. No significant group differences were observed in sedentary time (−33.9 min/day, 95% CI −70.8 to 4.8; p = 0.07). The intervention group significantly increased total PA (53.7 counts/min, 95% CI 8.6 to 104.2; p = 0.04) compared with those in the control condition. No differences were found in body composition and psychosocial variables. However, significant treatment effects were found on BMI z score among boys (−0.1, 95% CI −0.2 to 0; p = 0.04). An eight-week school-based AVG intervention delivered during after-school hours was effective in increasing activity levels among Hong Kong children. The treatment effects of AVGs on sedentary behavior and body composition need to be further demonstrated in a more robust study, especially in boys. MDPI 2020-10-30 2020-11 /pmc/articles/PMC7663622/ /pubmed/33143064 http://dx.doi.org/10.3390/ijerph17217984 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Liang, Yan Lau, Patrick W. C. Jiang, Yannan Maddison, Ralph Getting Active with Active Video Games: A Quasi-Experimental Study |
title | Getting Active with Active Video Games: A Quasi-Experimental Study |
title_full | Getting Active with Active Video Games: A Quasi-Experimental Study |
title_fullStr | Getting Active with Active Video Games: A Quasi-Experimental Study |
title_full_unstemmed | Getting Active with Active Video Games: A Quasi-Experimental Study |
title_short | Getting Active with Active Video Games: A Quasi-Experimental Study |
title_sort | getting active with active video games: a quasi-experimental study |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7663622/ https://www.ncbi.nlm.nih.gov/pubmed/33143064 http://dx.doi.org/10.3390/ijerph17217984 |
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