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The influence of active video game play upon physical activity and screen-based activities in sedentary children

BACKGROUND: Few children meet physical activity recommendations, partly due to the prevalence of screen-based sedentary activities. Active video game (AVG) play produces light to moderate physical activity. Yet, providing children access to AVG does not increase physical activity, possibly because c...

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Autores principales: Ufholz, Kelsey E., Flack, Kyle D., Roemmich, James N.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9197033/
https://www.ncbi.nlm.nih.gov/pubmed/35700210
http://dx.doi.org/10.1371/journal.pone.0269057
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author Ufholz, Kelsey E.
Flack, Kyle D.
Roemmich, James N.
author_facet Ufholz, Kelsey E.
Flack, Kyle D.
Roemmich, James N.
author_sort Ufholz, Kelsey E.
collection PubMed
description BACKGROUND: Few children meet physical activity recommendations, partly due to the prevalence of screen-based sedentary activities. Active video game (AVG) play produces light to moderate physical activity. Yet, providing children access to AVG does not increase physical activity, possibly because children who play AVG may also tend towards sedentary screen-based activities. How multiple days of AVG play influences children’s choice of other activities is not yet known. PURPOSE: To examine how AVG influences children’s physical activity, sedentary screen-based activities, and other alternative activities. METHODS: Sedentary children (N = 49) played AVG 3 times/week and sedentary video games (SVG) ad libitum for 6 weeks, followed by 4 weeks of ad libitum play of both AVG and SVG. Participants wore an activity monitor for 7 days and completed a 24-hour activity recall on 4 randomly selected days at baseline, week 6, and week 10. RESULTS: AVG play increased during the intervention (p < 0.01). Light activity and SVG play both decreased baseline to 10 weeks (p = 0.006) and 6 to 10 weeks (p = 0.017). Non-SVG sedentary behavior increased from baseline to 10 weeks (p = 0.005) and 6 to 10 weeks (p = 0.007). Changes over time were not observed in physical activity, or recall-measured active play, social activities, other hobbies, television or computer/phone use. CONCLUSION: AVG play did not change children’s objectively-measured physical activity or subjectively measured active play. SVG time was substituted with other sedentary behaviors. AVG did not increase time engaged in SVG or screen-based devices.
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spelling pubmed-91970332022-06-15 The influence of active video game play upon physical activity and screen-based activities in sedentary children Ufholz, Kelsey E. Flack, Kyle D. Roemmich, James N. PLoS One Research Article BACKGROUND: Few children meet physical activity recommendations, partly due to the prevalence of screen-based sedentary activities. Active video game (AVG) play produces light to moderate physical activity. Yet, providing children access to AVG does not increase physical activity, possibly because children who play AVG may also tend towards sedentary screen-based activities. How multiple days of AVG play influences children’s choice of other activities is not yet known. PURPOSE: To examine how AVG influences children’s physical activity, sedentary screen-based activities, and other alternative activities. METHODS: Sedentary children (N = 49) played AVG 3 times/week and sedentary video games (SVG) ad libitum for 6 weeks, followed by 4 weeks of ad libitum play of both AVG and SVG. Participants wore an activity monitor for 7 days and completed a 24-hour activity recall on 4 randomly selected days at baseline, week 6, and week 10. RESULTS: AVG play increased during the intervention (p < 0.01). Light activity and SVG play both decreased baseline to 10 weeks (p = 0.006) and 6 to 10 weeks (p = 0.017). Non-SVG sedentary behavior increased from baseline to 10 weeks (p = 0.005) and 6 to 10 weeks (p = 0.007). Changes over time were not observed in physical activity, or recall-measured active play, social activities, other hobbies, television or computer/phone use. CONCLUSION: AVG play did not change children’s objectively-measured physical activity or subjectively measured active play. SVG time was substituted with other sedentary behaviors. AVG did not increase time engaged in SVG or screen-based devices. Public Library of Science 2022-06-14 /pmc/articles/PMC9197033/ /pubmed/35700210 http://dx.doi.org/10.1371/journal.pone.0269057 Text en https://creativecommons.org/publicdomain/zero/1.0/This is an open access article, free of all copyright, and may be freely reproduced, distributed, transmitted, modified, built upon, or otherwise used by anyone for any lawful purpose. The work is made available under the Creative Commons CC0 (https://creativecommons.org/publicdomain/zero/1.0/) public domain dedication.
spellingShingle Research Article
Ufholz, Kelsey E.
Flack, Kyle D.
Roemmich, James N.
The influence of active video game play upon physical activity and screen-based activities in sedentary children
title The influence of active video game play upon physical activity and screen-based activities in sedentary children
title_full The influence of active video game play upon physical activity and screen-based activities in sedentary children
title_fullStr The influence of active video game play upon physical activity and screen-based activities in sedentary children
title_full_unstemmed The influence of active video game play upon physical activity and screen-based activities in sedentary children
title_short The influence of active video game play upon physical activity and screen-based activities in sedentary children
title_sort influence of active video game play upon physical activity and screen-based activities in sedentary children
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9197033/
https://www.ncbi.nlm.nih.gov/pubmed/35700210
http://dx.doi.org/10.1371/journal.pone.0269057
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