Cargando…

Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?

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 childre...

Descripción completa

Detalles Bibliográficos
Autores principales: Norozi, Kambiz, Haworth, Robert, Dempsey, Adam A., Endres, Kaitlin, Altamirano-Diaz, Luis
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7711007/
https://www.ncbi.nlm.nih.gov/pubmed/33305216
http://dx.doi.org/10.1016/j.cjco.2020.07.006
_version_ 1783618052915462144
author Norozi, Kambiz
Haworth, Robert
Dempsey, Adam A.
Endres, Kaitlin
Altamirano-Diaz, Luis
author_facet Norozi, Kambiz
Haworth, Robert
Dempsey, Adam A.
Endres, Kaitlin
Altamirano-Diaz, Luis
author_sort Norozi, Kambiz
collection PubMed
description 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. METHODS: Twenty children aged 8 to 16 years underwent cardiopulmonary exercise testing to determine their heart rate (HR) at ventilatory threshold. Participants played 2 different AVGs, and the gaming time that each participant’s HR was above the HR thresholds for moderate and vigorous PA was determined. Gameplay elements that supported or inhibited active gameplay were also identified. Participants also completed questionnaires on physical activity, game engagement, and game experience. RESULTS: The Dance Central Spotlight and Kung-Fu for Kinect AVGs produced at least moderate PA, for a mean of 54.3% ± 29.5% and 87.8% ± 21.8% of gameplay time, respectively. Full-body movements, player autonomy, and self-efficacy were observed to be important elements of good AVG design. Although participants enjoyed these AVGs, they still preferred their favorite games (game engagement score of 1.82 ± 0.67 vs 0.95 ± 0.70 [Dance Central Spotlight] and 1.39 ± 0.37 [Kung Fu for Kinect]). CONCLUSIONS: AVGs can provide at least moderate PA and are enjoyable to play, but most popular video games do not incorporate active components. The implementation of government policies and a rating system concerning PA in video games may help address the widespread sedentary lifestyle of children.
format Online
Article
Text
id pubmed-7711007
institution National Center for Biotechnology Information
language English
publishDate 2020
publisher Elsevier
record_format MEDLINE/PubMed
spelling pubmed-77110072020-12-09 Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them? Norozi, Kambiz Haworth, Robert Dempsey, Adam A. Endres, Kaitlin Altamirano-Diaz, Luis CJC Open Original Article 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. METHODS: Twenty children aged 8 to 16 years underwent cardiopulmonary exercise testing to determine their heart rate (HR) at ventilatory threshold. Participants played 2 different AVGs, and the gaming time that each participant’s HR was above the HR thresholds for moderate and vigorous PA was determined. Gameplay elements that supported or inhibited active gameplay were also identified. Participants also completed questionnaires on physical activity, game engagement, and game experience. RESULTS: The Dance Central Spotlight and Kung-Fu for Kinect AVGs produced at least moderate PA, for a mean of 54.3% ± 29.5% and 87.8% ± 21.8% of gameplay time, respectively. Full-body movements, player autonomy, and self-efficacy were observed to be important elements of good AVG design. Although participants enjoyed these AVGs, they still preferred their favorite games (game engagement score of 1.82 ± 0.67 vs 0.95 ± 0.70 [Dance Central Spotlight] and 1.39 ± 0.37 [Kung Fu for Kinect]). CONCLUSIONS: AVGs can provide at least moderate PA and are enjoyable to play, but most popular video games do not incorporate active components. The implementation of government policies and a rating system concerning PA in video games may help address the widespread sedentary lifestyle of children. Elsevier 2020-07-15 /pmc/articles/PMC7711007/ /pubmed/33305216 http://dx.doi.org/10.1016/j.cjco.2020.07.006 Text en © 2020 Canadian Cardiovascular Society. Published by Elsevier Inc. http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Original Article
Norozi, Kambiz
Haworth, Robert
Dempsey, Adam A.
Endres, Kaitlin
Altamirano-Diaz, Luis
Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?
title Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?
title_full Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?
title_fullStr Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?
title_full_unstemmed Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?
title_short Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?
title_sort are active video games effective at eliciting moderate-intensity physical activity in children, and do they enjoy playing them?
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7711007/
https://www.ncbi.nlm.nih.gov/pubmed/33305216
http://dx.doi.org/10.1016/j.cjco.2020.07.006
work_keys_str_mv AT norozikambiz areactivevideogameseffectiveatelicitingmoderateintensityphysicalactivityinchildrenanddotheyenjoyplayingthem
AT haworthrobert areactivevideogameseffectiveatelicitingmoderateintensityphysicalactivityinchildrenanddotheyenjoyplayingthem
AT dempseyadama areactivevideogameseffectiveatelicitingmoderateintensityphysicalactivityinchildrenanddotheyenjoyplayingthem
AT endreskaitlin areactivevideogameseffectiveatelicitingmoderateintensityphysicalactivityinchildrenanddotheyenjoyplayingthem
AT altamiranodiazluis areactivevideogameseffectiveatelicitingmoderateintensityphysicalactivityinchildrenanddotheyenjoyplayingthem