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Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.

Simons M, Brug J, Chinapaw MJ, de Boer M, Seidell J, de Vet E - PLoS ONE (2015)

Bottom Line: The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects).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.

View Article: PubMed Central - PubMed

Affiliation: Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, The Netherlands; Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, The Netherlands; TNO, Expertise Centre Life Style, Leiden, The Netherlands.

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 (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 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 (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 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.

Trial registration: Dutch Trial Register NTR3228.

No MeSH data available.


Development of usage of the Move games (minutes per week) over the 10-month (40 weeks) intervention period.
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pone.0126023.g002: Development of usage of the Move games (minutes per week) over the 10-month (40 weeks) intervention period.

Mentions: Fig 2 shows the development of time spent playing the Move video games (minutes per week) over the 40-week-intervention period based on the Move game calendars. After a peak in the first week, the median declined to approximately 60 minutes per week. From week 4 onwards, the 25th percentile was generally on the line, indicating that at least 25% of the participants did not play the Move games at all during most of the intervention period. The adolescents who did not always play the Move video games for the minimum of one hour per week (N = 50) indicated that a lack of time or too many other things to do were the main reasons for not meeting this minimum. ‘I Rather played non-active video games’ was increasingly mentioned a reason during the course of the intervention. Further, the adolescents increasingly reported that the Move video games were boring.


Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.

Simons M, Brug J, Chinapaw MJ, de Boer M, Seidell J, de Vet E - PLoS ONE (2015)

Development of usage of the Move games (minutes per week) over the 10-month (40 weeks) intervention period.
© Copyright Policy
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC4496035&req=5

pone.0126023.g002: Development of usage of the Move games (minutes per week) over the 10-month (40 weeks) intervention period.
Mentions: Fig 2 shows the development of time spent playing the Move video games (minutes per week) over the 40-week-intervention period based on the Move game calendars. After a peak in the first week, the median declined to approximately 60 minutes per week. From week 4 onwards, the 25th percentile was generally on the line, indicating that at least 25% of the participants did not play the Move games at all during most of the intervention period. The adolescents who did not always play the Move video games for the minimum of one hour per week (N = 50) indicated that a lack of time or too many other things to do were the main reasons for not meeting this minimum. ‘I Rather played non-active video games’ was increasingly mentioned a reason during the course of the intervention. Further, the adolescents increasingly reported that the Move video games were boring.

Bottom Line: The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects).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.

View Article: PubMed Central - PubMed

Affiliation: Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, The Netherlands; Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, The Netherlands; TNO, Expertise Centre Life Style, Leiden, The Netherlands.

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 (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 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 (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 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.

Trial registration: Dutch Trial Register NTR3228.

No MeSH data available.