Estimating Energy Expenditure in Active Video Gaming Compared to Unstructured, Outdoor Play in Children
NCT01430715 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 16
Last updated 2018-04-05
Summary
The increasing use of sedentary screen-based activities (SBAs) has been most recently blamed for children and adolescents' lack of engagement in physical activity (PA). Studies indicate a large portion of children participate high-levels of sedentary SBAs and the sedentary SBAs appear to compete for time to engage in PA. If sedentary behavior is a substitute for PA, to help increase PA, strategies need to be put into place that helps to decrease sedentary behaviors.
One modification to sedentary videogames that may increase PA in children is to alter sedentary videogames so that the videogames actually provide an option to engage in PA, rather than to be sedentary. These types of games then don't compete with PA, but actually are a source of PA. These types of videogames are called active video games (AVG) or "Exer-gaming." Previous research demonstrates that energy-expenditure (EE) in AVG play is comparable to moderate-intensity walking and produce greater EE than sedentary SBAs. However, previous studies have been limited to measuring EE in AVG play to walking either on a treadmill or in a structured setting. Studies have not investigated the EE of AVG play compared to the EE in free-living outdoor play. Thus, the purpose of the proposed study is to determine whether a greater EE is released during AVG play compared to free-living, outdoor play in children.
Conditions
- Motor Activity
Interventions
- OTHER
-
Active vido games and outdoor play
Fifteen children, aged 5- to 8- years, attending a nearby preschool, with a normal body mass index (BMI)-for-age percentile between, \> 5th % to \< 85th %.BMI, will participate in unstructured, outdoor play and one AVGs in a randomized order. Activity type, duration and intensity will be measured via accelerometery and direct observation. The energy expenditure (EE) will be calculated from Metabolic Equivalent (MET) values and the percent of time each activity meets MVPA intensity will be calculated. A MET is the energy cost of the activity expressed as kilocalories expended per kilogram of body weight per hour of activity. If EE and intensity in AVG play is similar to EE and intensity in outdoor play, then AVG play could be a great supplement to efforts aimed at increasing PA in children.
Sponsors & Collaborators
-
The University of Tennessee, Knoxville
lead OTHER
Principal Investigators
-
Hollie A Raynor, Ph.D · The University of Tennessee, Knoxville
-
Susan B MacArthur, B.S. · The University of Tennessee, Knoxville
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- NONE
- Model
- CROSSOVER
Eligibility
- Min Age
- 5 Years
- Max Age
- 8 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2011-07-31
- Primary Completion
- 2011-10-31
- Completion
- 2011-10-31
Countries
- United States
Study Locations
More Related Trials
-
Home-Based Exergaming Intervention
NCT04540523 ·Status: WITHDRAWN ·Phase: NA
-
Nutritional Adaptations to Physical or Sedentary Activities in Youth
NCT01912300 ·Status: WITHDRAWN ·Phase: NA
-
Prescription of Exercise in Children
NCT06765460 ·Status: COMPLETED ·Phase: NA
-
Active Video Games to Promote Physical Activity in Children With Cancer
NCT01748058 ·Status: COMPLETED ·Phase: NA
-
Impact of Exergaming on Adolescent Youth
NCT01374386 ·Status: WITHDRAWN ·Phase: NA
-
Exergaming for Better Physical Fitness
NCT04112329 ·Status: COMPLETED ·Phase: NA
-
Active Video Games on Physical Activity (Main Trial)
NCT04116515 ·Status: COMPLETED ·Phase: NA
-
Effects of Active Gamification in Primary School Children
NCT06849700 ·Status: COMPLETED ·Phase: NA
-
Testing Health Games for Adolescent Physical Activity
NCT01171261 ·Status: COMPLETED ·Phase: NA
-
The Effect of Variety on Physical Activity
NCT01441544 ·Status: COMPLETED ·Phase: NA
-
Factors Associated With Physical Inactivity Among Adolescents
NCT01137227 ·Status: UNKNOWN
-
Effect of Physical Activity Through Interactive Video Games in Overweight Children
NCT02214108 ·Status: COMPLETED ·Phase: PHASE3
-
Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial
NCT04593199 ·Status: UNKNOWN ·Phase: NA
-
Home-Based Exercise Gaming for Physically Inactive Individuals
NCT04633590 ·Status: COMPLETED ·Phase: NA
-
Prospective Associations Between Screen Media Use and Physical Activity in Preschool Children
NCT04395287 ·Status: COMPLETED
-
Long-term Impact of PE Teacher Interventions on Adolescent Leisure Time Activity and Motivation
NCT06768788 ·Status: ACTIVE_NOT_RECRUITING ·Phase: NA
-
Move, Play, Learn! Creating Active Classrooms in Early Care and Education Centers
NCT02851030 ·Status: COMPLETED ·Phase: NA
-
Can Gaming Get You Fit? A High-Intensity Exergaming Intervention in Adults
NCT03513380 ·Status: COMPLETED ·Phase: NA
-
Gaming and Training Combined to Help Adolescents Get More Physically Active
NCT03663699 ·Status: TERMINATED ·Phase: NA
-
An Experimental Study on Music and Sedentariness Among Mothers and Children
NCT02270138 ·Status: COMPLETED ·Phase: NA
-
After-school Game-Based Physical Activity Program Improves Physical Fitness of 9-10-Year-Old Children
NCT06919146 ·Status: COMPLETED ·Phase: NA
-
Active Play Intervention for Preschoolers
NCT05744791 ·Status: COMPLETED ·Phase: NA
-
Web-based Physical Activity Intervention for Children
NCT05254483 ·Status: COMPLETED ·Phase: NA
-
Effects of Interactive Video Game Cycling on Obese Adolescent Health
NCT00983970 ·Status: COMPLETED ·Phase: PHASE4
-
A School-based Physical Activity Promotion Intervention in Children. PREVIENE Project
NCT03185338 ·Status: UNKNOWN ·Phase: NA