Trial Outcomes & Findings for Effects of Active Video Games in Physically Inactive Children (NCT NCT03720938)

NCT ID: NCT03720938

Last Updated: 2020-04-29

Results Overview

Weight measured to the nearest 0.01 kg by Seca 767 scale. The first before the games, the second after the games.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

106 participants

Primary outcome timeframe

Baseline, 12 weeks

Results posted on

2020-04-29

Participant Flow

Four primary public schools among 14 in the central schools of Bolu region were randomly selected. In January to February of year 2013, all children (n=1300) from grades III,IV,V and VI were given froms for participation.Children positively responded to informed consent forms (n=918) were accepted as eligible for the study.

The discrepancy between the enrolled (918) and assigned (n=106) numbers of children could be attributed to strict "inclusion" and "exclusion" criteria, and particularly to dropped out children due to technological preoocupation and physical inactivity as well as problems interfering physical activity and self-perception.

Participant milestones

Participant milestones
Measure
Control Group
Physically inactive children who did not play AVGs.
Intervention Group
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Overall Study
STARTED
242
676
Overall Study
COMPLETED
53
53
Overall Study
NOT COMPLETED
189
623

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

Race and Ethnicity were not collected from any participant.

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Total
n=106 Participants
Total of all reporting groups
Age, Continuous
10.31 years
STANDARD_DEVIATION 1.15 • n=53 Participants
9.62 years
STANDARD_DEVIATION 1.02 • n=53 Participants
9.96 years
STANDARD_DEVIATION 1.13 • n=106 Participants
Sex: Female, Male
Female
31 Participants
n=53 Participants
29 Participants
n=53 Participants
60 Participants
n=106 Participants
Sex: Female, Male
Male
22 Participants
n=53 Participants
24 Participants
n=53 Participants
46 Participants
n=106 Participants
Race and Ethnicity Not Collected
0 Participants
Race and Ethnicity were not collected from any participant.
Region of Enrollment
Turkey
53 participants
n=53 Participants
53 participants
n=53 Participants
106 participants
n=106 Participants
Techonology pre-occupation and physical inactivity
53 participants
n=53 Participants
53 participants
n=53 Participants
106 participants
n=106 Participants

PRIMARY outcome

Timeframe: Baseline, 12 weeks

Weight measured to the nearest 0.01 kg by Seca 767 scale. The first before the games, the second after the games.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Weight in Kilograms
At the beginning of games
34.29 kg
Standard Deviation 8.46
33.65 kg
Standard Deviation 9.39
Weight in Kilograms
At the end of the games
36.19 kg
Standard Deviation 9.04
34.18 kg
Standard Deviation 9.58

PRIMARY outcome

Timeframe: Baseline, 12 weeks

Weight measured to the nearest 0.01 kg by Seca 767 scale. Z scores were calculated using national data for Turkish children. The first before the games, the second after the games. Positive z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Weight z Score
At the beginning of games
-0.22 units on a scale
Standard Deviation 1.05
0.13 units on a scale
Standard Deviation 1.23
Weight z Score
At the end of the games
0.06 units on a scale
Standard Deviation 1.02
0.23 units on a scale
Standard Deviation 1.23

PRIMARY outcome

Timeframe: Baseline, 12 weeks

Body Mass Index calculation of both groups before the games and after the games.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
BMI Calculated as "Weight (kg) / Height (m^2)"
At the beginning of games
18.20 kg/ m^2
Standard Deviation 3.29
17.97 kg/ m^2
Standard Deviation 3.34
BMI Calculated as "Weight (kg) / Height (m^2)"
At the end of the games
18.86 kg/ m^2
Standard Deviation 3.57
17.64 kg/ m^2
Standard Deviation 3.36

PRIMARY outcome

Timeframe: Baseline, 12 weeks

Weight and height were measured to the nearest 0.01 kg (Seca 767) and 0.1 cm (Seca 220). BMI Z-scores were calculated using national data for Turkish children derived from values obtained from calculations with Quetelet index. The first before the games, the second after the games. Positive BMI z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
BMI z Score
At the beginning of games
0.06 units on a scale
Standard Deviation 1.15
0.13 units on a scale
Standard Deviation 1.30
BMI z Score
At the end of the games
0.27 units on a scale
Standard Deviation 1.17
0.00 units on a scale
Standard Deviation 1.31

PRIMARY outcome

Timeframe: Baseline, 12 weeks

The biceps, triceps, suprailiac and subscapular regions skinfold thicknesses were measured by Holtain caliper at the beginning of and after the games. Durnin-Womersley formula was used to calculate body densities. Then fat ratio of whole body was derived from the Siri equation by integrating body densities obtained by Durnin-Womersley formula.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Body Fat Percentage as Determined by Siri Formula From Skinfold Thicknesses
At the beginning of games
25.43 percentage of fat
Standard Deviation 6.78
24.54 percentage of fat
Standard Deviation 7.14
Body Fat Percentage as Determined by Siri Formula From Skinfold Thicknesses
At the end of the games
24.62 percentage of fat
Standard Deviation 7.83
22.37 percentage of fat
Standard Deviation 6.68

SECONDARY outcome

Timeframe: Baseline, 12 weeks

Determination of visual reaction times after games in intervention groups, and control groups. First before the games, second after the games.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Visual Reaction Times of Dominant Hand by Newtest 1000 Timer
At the beginning of games
0.269 seconds
Standard Deviation 0.055
0.263 seconds
Standard Deviation 0.067
Visual Reaction Times of Dominant Hand by Newtest 1000 Timer
At the end of the games
0.269 seconds
Standard Deviation 0.075
0.233 seconds
Standard Deviation 0.040

SECONDARY outcome

Timeframe: Baseline, 12 weeks

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Visual Reaction Times of Non-dominant Hand by Newtest 1000 Timer
At the beginning of games
0.284 seconds
Standard Deviation 0.058
0.282 seconds
Standard Deviation 0.083
Visual Reaction Times of Non-dominant Hand by Newtest 1000 Timer
At the end of the games
0.282 seconds
Standard Deviation 0.076
0.240 seconds
Standard Deviation 0.045

SECONDARY outcome

Timeframe: Baseline, 12 weeks

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Auditory Reaction Time of Dominant Hand by Newtest 1000 Timer
At the beginning of games
0.314 seconds
Standard Deviation 0.071
0.285 seconds
Standard Deviation 0.079
Auditory Reaction Time of Dominant Hand by Newtest 1000 Timer
At the end of the games
0.289 seconds
Standard Deviation 0.079
0.243 seconds
Standard Deviation 0.053

SECONDARY outcome

Timeframe: Baseline, 12 weeks

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Auditory Reaction Time of Non-dominant Hand by Newtest 1000 Timer
At the beginning of games
0.321 seconds
Standard Deviation 0.074
0.294 seconds
Standard Deviation 0.086
Auditory Reaction Time of Non-dominant Hand by Newtest 1000 Timer
At the end of the games
0.293 seconds
Standard Deviation 0.080
0.264 seconds
Standard Deviation 0.049

SECONDARY outcome

Timeframe: Baseline, 12 weeks

The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about sports competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Self-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the beginning of games
17.11 score on a scale
Standard Deviation 2.59
16.11 score on a scale
Standard Deviation 2.35
Self-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the end of the games
18.79 score on a scale
Standard Deviation 2.95
17.73 score on a scale
Standard Deviation 3.63

SECONDARY outcome

Timeframe: Baseline, 12 weeks

The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about physical condition competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Self-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
18.15 score on a scale
Standard Deviation 3.08
17.52 score on a scale
Standard Deviation 2.78

SECONDARY outcome

Timeframe: Baseline, 12 weeks

The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about strength competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Self-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the beginning of games
17.03 score on a scale
Standard Deviation 3.05
16.35 score on a scale
Standard Deviation 3.24
Self-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the end of the games
19.24 score on a scale
Standard Deviation 3.27
17.49 score on a scale
Standard Deviation 3.66

SECONDARY outcome

Timeframe: Baseline, 12 weeks

The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about body attractiveness subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Self-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the beginning of games
17.37 score on a scale
Standard Deviation 2.78
16.11 score on a scale
Standard Deviation 3.17
Self-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the end of the games
18.69 score on a scale
Standard Deviation 3.57
17.11 score on a scale
Standard Deviation 4.19

SECONDARY outcome

Timeframe: Baseline, 12 weeks

The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about physical self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Self-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the beginning of games
18.03 score on a scale
Standard Deviation 2.50
17.37 score on a scale
Standard Deviation 2.74
Self-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the end of the games
20.32 score on a scale
Standard Deviation 2.48
18.15 score on a scale
Standard Deviation 4.05

SECONDARY outcome

Timeframe: Baseline, 12 weeks

The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about global self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Outcome measures

Outcome measures
Measure
Control Group
n=53 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=53 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Self-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the beginning of games
18.03 score on a scale
Standard Deviation 2.50
17.92 score on a scale
Standard Deviation 2.65
Self-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)
At the end of the games
20.69 score on a scale
Standard Deviation 2.80
18.69 score on a scale
Standard Deviation 4.25

SECONDARY outcome

Timeframe: After every game during 12 weeks

Population: Enjoyment levels only in the intervention group were assessed since control group did not play the games of interest.

For Sports category, there were 5 games of boxing, tennis, golf, baseball, and bowling. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Sports Category scores were 11-25 for females and 17.8-26.2 for males.

Outcome measures

Outcome measures
Measure
Control Group
n=29 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=24 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Enjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF)
21.34 score on a scale
Standard Deviation 2.59
20.46 score on a scale
Standard Deviation 4.08

SECONDARY outcome

Timeframe: After every game during 12 weeks

For Resort category, there were 8 games of jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Resort Category scores were 23.2-37 for females and 25.8-37.8 for males.

Outcome measures

Outcome measures
Measure
Control Group
n=29 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=24 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Enjoyment Levels of Genders From Resort Category in the Game Group by Physical Activity
33.04 score on a scale
Standard Deviation 3.36
33.27 score on a scale
Standard Deviation 3.30

SECONDARY outcome

Timeframe: After every game during 12 weeks

For Balance category, there were 5 games of ski slalom, heading ball, balance bubble, ski jumping and penguin playing. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Balance Category scores were 14.4-23.2 for females and 15-26.6 for males.

Outcome measures

Outcome measures
Measure
Control Group
n=29 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=24 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Enjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group
21.24 score on a scale
Standard Deviation 2.32
21.41 score on a scale
Standard Deviation 2.49

SECONDARY outcome

Timeframe: After every game during 12 weeks

For Aerobics category, there were 5 games of rhytmic boxing, hula-hoop, cycling, step, and run. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Aerobics Category scores were 17.8-24 for females and 14.4-26.4 for males.

Outcome measures

Outcome measures
Measure
Control Group
n=29 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=24 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Enjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group
22.17 score on a scale
Standard Deviation 1.41
21.54 score on a scale
Standard Deviation 2.39

SECONDARY outcome

Timeframe: After every game during 12 weeks

For Training category, there were 9 games of rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Training Category scores were 31.6-41.8 for females and 29.2-45.2 for males.

Outcome measures

Outcome measures
Measure
Control Group
n=29 Participants
Physically inactive children who did not play AVGs. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Intervention Group
n=24 Participants
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
Enjoyment Levels by Physical Activity of Genders From Training Category in the Game Group
38.50 score on a scale
Standard Deviation 2.70
37.95 score on a scale
Standard Deviation 3.61

Adverse Events

Control Group

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Intervention Group

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Dr. Halil Ibrahim Atasoy

Abant Izzet Baysal University

Phone: 90 532 599 89 53

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place