USDA Grand Forks Human Nutrition Research Center
Grand Forks, North Dakota, 58203, United States
NCT Number: NCT02940431
The purpose of this study is to look at the effects of active video game play on youth physical activity.
Looking for future studies?
Notify Me8 year–12 year
All sexes
Interventional
Not applicable
Grand Forks, North Dakota, 58203, United States
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.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
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.
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.
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).
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.
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.
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).
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).
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).
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.
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.
USDA Grand Forks Human Nutrition Research Center
Fed
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.
Published trials that share one or more normalized conditions with this study.
NCT01552642
Body Weight, Child
Madison, Wisconsin, United States
View Trial DetailsNCT00458224
Body Weight, Child
Lillehammer, Norway
View Trial DetailsNCT03221673
Behavior, Child
Little Rock, Arkansas, United States
View Trial DetailsNCT06510166
Anxiety, Anxiety Disorders
Samsun, Atakum, Turkey (Türkiye)
View Trial Details