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

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

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02940431
Enrollment
49
Registered
2016-10-20
Start date
2016-11-30
Completion date
2018-05-04
Last updated
2025-04-11

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

Conditions

Child, Overweight, Sedentary Lifestyle

Brief summary

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

Detailed description

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.

Interventions

OTHERHigh Autonomy

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.

OTHERLow Autonomy

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.

Sponsors

USDA Grand Forks Human Nutrition Research Center
Lead SponsorFED

Study design

Allocation
RANDOMIZED
Intervention model
FACTORIAL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
8 Years to 12 Years
Healthy volunteers
Yes

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

Design outcomes

Primary

MeasureTime frameDescription
Change in relative reinforcing value (RRV) of active video gamesWeek 0, Week 6, Week 10RRV 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

MeasureTime frameDescription
Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activitiesWeek 0, Week 6, Week 10Changes 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.
Beverage and snack food consumptionWeek 0, Week 6, Week 10Average weekly intake of certain foods and beverages will be assessed by self-report questionnaire responses of the Beverage and Snack Questionnaire (BSQ).
Children's exercise self-efficacyWeek 0, Week 6, Week 10Changes 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).
Change in minutes of physical activity, as assessed by activity trackerWeek 0, Week 6, Week 10Minutes 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.
Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game playWeek 0, Week 6, Week 10Changes 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.
Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game playWeek 0, Week 6, Week 10Changes 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.
Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activityWeek 0, Week 6, Week 10Changes 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).

Countries

United States

Outcome results

None listed

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