Abstract
Objective
- The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight.
Methods
- We assigned 270 gaming (i.e. =2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted.
Results
- The control group decreased significantly more than the intervention group on BMI-SDS (ß = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (ß = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (ß = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (ß = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week =1 hour/week during the whole intervention period.
Conclusions
- The active video game intervention did not result in lower values on anthropometrics in a group of ‘excessive’ non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group. The intervention did result in less self-reported sedentary screen time, although these results are likely biased by social desirability.
| Original language | English |
|---|---|
| Article number | e0126023 |
| Number of pages | 21 |
| Journal | PLoS ONE |
| Volume | 10 |
| Issue number | 7 |
| DOIs | |
| Publication status | Published - 2015 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 3 Good Health and Well-being
Keywords
- randomized controlled-trial
- physical-activity levels
- sedentary behavior
- health indicators
- childhood obesity
- screen time
- children
- games
- overweight
- questionnaire
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