Skip to content

The Effect of Variety on Physical Activity

The Effect of Variety on Physical Activity

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01441544
Enrollment
32
Registered
2011-09-27
Start date
2011-09-30
Completion date
2016-04-30
Last updated
2018-04-05

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

Conditions

Overweight

Keywords

active video games, Energy expenditure

Brief summary

Increasing physical activity continues to be a challenge among many individuals, particularly those who are overweight. Recent data from the National Health and Nutrition Examination Survey (NHANES) showed that individuals who reported engaging in a variety of activities were more likely to meet national physical activity recommendations compared to those who reported no variety. Incorporating a variety of activities into a physical activity program may be a way to increase physical increase physical activity levels. One method to increase variety in physical activities is to use active videogames. Videogames that use motion sensors allow a gamer to physically perform a variety of activities. Thus, the purpose ot this laboratory-based investigation is to conduct a study to examine the effect of engaging in a greater variety of active videogames on energy expenditure in 30 non-obese, regularly active adults.

Detailed description

Thirty men and women, aged 18- to 35- years, recruited from the local area, with a normal body mass index (BMI) between 18.5 and 29.9 kg/m, will participate in two experimental sessions, VARIETY and NON-VARIETY, with order of experimental sessions counterbalanced across participants. Participants will be assessed on liking of the active videogames, energy, tiredness, motivation, to succeed, interest in the games, and energy expenditure during the experimental sessions.

Interventions

BEHAVIORALVariety of Active Videogames

Thirty men and women, aged 18- to 35- years, recruited from the local area, with a normal body mass index (BMI) between 18.5 and 29.9 kg/m, will participate in two experimental sessions, VARIETY (playing the same active video game over 4 sessions) and NON-VARIETY (playing 4 different active video games over 4 sessions), with order of experimental sessions counterbalanced across participants.

Sponsors

The University of Tennessee, Knoxville
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
OTHER
Masking
SINGLE (Subject)

Eligibility

Sex/Gender
ALL
Age
18 Years to 35 Years
Healthy volunteers
Yes

Inclusion criteria

* Men and women, ages 18-25 years are eligible to participate. They will be recruited from flyers posted around campus and in local gyms, and must be willing to participate. They must have a body mass index (BMI) between 18.5 and 29.9 kg/m2.

Exclusion criteria

* Participants who have never played an active videogame or are unable to play an active videogame. If the participant dislikes (scoring \<50 on a 100 mm visual analogue scale \[VAS\]) playing the active videogames used in the investigation. Or if the participant engages in less than 150 minutes/week of moderate- to vigorous-intensity physical activity over the previous month.

Design outcomes

Primary

MeasureTime frame
Energy expenditure in a laboratory session when active videogames are playedEnd of each session

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026