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Does access to electronic games decrease physical activity in children?

Among children, does access to electronic games decrease physical activity?

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12609000279224
Enrollment
56
Registered
2009-05-15
Start date
2009-05-01
Completion date
2010-06-07
Last updated
2020-01-13

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

Background Increasing physical activity (PA) is a major health priority in Australia and internationally due to the associated health burden. It is widely believed that access to electronic games decreases PA in children. Whilst there is considerable research on the impact of TV viewing on PA and obesity, there is little research specific to electronic games. The available evidence suggests electronic games and TV have different associations with PA. Playing electronic games is an important discretionary leisure activity for the majority of Australian children, yet the impact of this on PA has not been tested experimentally. Further, the influence of different game technologies and child characteristics on the impact is not known. Finally, whilst it is assumed playing electronic games displaces more vigorous activities, this has not been demonstrated. Aims This project will assess the impact of electronic game use on PA in children by: 1) comparing PA and energy expenditure in a home-based RCT where children have either no electronic games or access to traditional electronic games. We hypothesise that PA and energy expenditure will be reduced when children have access to traditional electronic games. 2) comparing PA and energy expenditure in a home-based RCT where children have access to either traditional electronic games or new active electronic games. We hypothesise that PA and energy expenditure will be greater with new active electronic games, but still less than no games. 3) examining responses of different children to explore whether the impact of access to electronic games is greater in some children. We hypothesise a stronger effect on children with poor coordination skills, greater adiposity, poor social confidence, more positive attitudes to technology and less positive attitudes to PA. 4) examining displacement of sedentary and active leisure activities by electronic games. We hypothesise that all electronic games will displace active non-electronic leisure activities.

Interventions

3 conditions, each of 8 weeks duration, children proceed directly from one condition to the next - with a balanced order across participants: 1) no electronic games - children have no home access to electronic game consoles and are requested to avoid other electronic game playing 2) traditional input electronic games - children are provided with a PlayStation2 console, game pad input device and a rangae of non violent games, amount of game playing is at family's discretion with guideline of a ma

3 conditions, each of 8 weeks duration, children proceed directly from one condition to the next - with a balanced order across participants: 1) no electronic games - children have no home access to electronic game consoles and are requested to avoid other electronic game playing 2) traditional input electronic games - children are provided with a PlayStation2 console, game pad input device and a rangae of non violent games, amount of game playing is at family's discretion with guideline of a maximum of 2 hours per day leisure screen time 3) active input electronic games, children are provided with a PlayStation2 console and EyeToy and dancemat input devices and a range of non violent games, amount of game playing is at family's discretion with guideline of a maximum of 2 hours per day leisure screen time

Sponsors

Curtin University of Technology
Lead SponsorUniversity

Study design

Allocation
Randomised controlled trial
Intervention model
Crossover
Primary purpose
Prevention
Masking
Blinded (masking used)

Eligibility

Sex/Gender
All
Age
10 Years to 12 Years
Healthy volunteers
Yes

Inclusion criteria

range of motor competence range of electronic game experience

Exclusion criteria

physical or psychological impairments which would interfere with their ability to participate in trial

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026