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Completed

NCT Number: NCT02940431

Active Games: Increasing the Attractiveness of Active Video Game Play for Youth

The purpose of this study is to look at the effects of active video game play on youth physical activity.

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Key information

Age range

8 year–12 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

USDA Grand Forks Human Nutrition Research Center

Grand Forks, North Dakota, 58203, United States

About this study

Child obesity is increasing worldwide and has major implications for health, both during youth and later in life. Physical activity declines sharply during adolescence, making ages 8-12 a critical period to encourage healthy exercise habits. Increased childhood weight has been linked to sedentary leisure time activities, such as video games. "Active video games" (AVGs) are now being studied as a method to increase children's interest and participation in physical activity. Although research indicates that AVG play may lead to energy expenditure comparable to light/ moderate physical activity, children prefer sedentary video games to AVGs and often find AVGs boring. Children do not play AVGs as often or with the same intensity as traditional games/sports and lose interest in them; efforts must be made to increase the appeal of AVGs so they are competitive with sedentary video games. This study will examine whether children's motivation to engage in AVG play may be increased with greater autonomy, as well as whether increasing children's motivation to play AVGs also increases their motivation to play sedentary video games.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Sedentary lifestyle
  • BMI between 5th and 95th percentile

Exclusion criteria

  • taking any medications that affect energy use or eating
  • actively trying to lose weight
  • has any medical conditions that prevent him/her from safely joining in physical activity
  • exercises more than three times per week for one hour at a time
  • does not engage in more than 14 hours per week of screen-based activities
  • does not own an active video game system
  • plays active video games more than 30 minutes per week

Treatment and study plan

High Autonomy

Other

Children will be given two active video games (AVGs) of their choice. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will be allowed to select their next game.

Low Autonomy

Other

Children will be given their most-liked active video game (AVG) from the baseline relative reinforcing value assessment. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will receive a pre-determined game.

Primary outcomes

  1. Change in relative reinforcing value (RRV) of active video games

    Time frame: Week 0, Week 6, Week 10

    RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play).

Secondary outcomes

  1. Change in minutes of physical activity, as assessed by activity tracker

    Time frame: Week 0, Week 6, Week 10

    Minutes of physical activity will be assessed by having participants wear an Actigraph accelerometer for 7 days (minimum 10 hours per day) on the right hip.

  2. Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities

    Time frame: Week 0, Week 6, Week 10

    Changes in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities (computer, phone TV), will be assessed by 24-hour activity recalls which participants will fill out for the prior day's activities for two weekend and two weekdays.

  3. Beverage and snack food consumption

    Time frame: Week 0, Week 6, Week 10

    Average weekly intake of certain foods and beverages will be assessed by self-report questionnaire responses of the Beverage and Snack Questionnaire (BSQ).

  4. Children's exercise self-efficacy

    Time frame: Week 0, Week 6, Week 10

    Changes in children's exercise self-efficacy will be assessed by self-report questionnaire responses of the Children's Self-Perception of Adequacy in and Predilection of Physical Activity Scale (CSAPPA).

  5. Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity

    Time frame: Week 0, Week 6, Week 10

    Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2).

  6. Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play

    Time frame: Week 0, Week 6, Week 10

    Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure active video game play.

  7. Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play

    Time frame: Week 0, Week 6, Week 10

    Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure sedentary video game play.

Sponsors and collaborators

Lead sponsor

USDA Grand Forks Human Nutrition Research Center

Fed

Registry information

Important dates

Study start
2016
Primary completion
2018
Study completion
2018
First posted
Oct 20, 2016
Registry last updated
Apr 11, 2025

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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