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Effects of Active Video Games in Physically Inactive Children

A Digital Movement in the World of Inactive Children: Outcomes of Playing Active Video Games in a Pilot Randomized Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03720938
Acronym
AVGAME
Enrollment
106
Registered
2018-10-26
Start date
2013-02-28
Completion date
2020-01-31
Last updated
2020-04-29

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

Conditions

Body Weight, Self-Perception

Keywords

inactive children, active video games, physical fitness, self-perception, enjoyment, obesity

Brief summary

Inactivity was reported to be high in children and considered to be the fourth common cause of death in all ages. The reason for children is usually the increasing indoor use of sedentary screen time. Active Video Games (AVG) have recently been introduced for decreasing the sedentary time for children and directing them to physical activity (PA) at home.The aim of this study is to show the quantitative effect of games on physical fitness parameters like weight, body mass index (BMI) and fat ratio (FR). The study also aims at the factors for motivation or continuance of the games as self-perception and enjoyment levels together with qualitative effects of games on satisfaction and attitude changes in inactive children.

Detailed description

Research related a causal association between inactivity, low esteem, and excess weight for children. For this reason, academic performance decreases and obesity associated diseases such as hypertension, diabetes, coronary heart diseases, depression, and cancer might ensue. Children usually do not prefer to perform outdoor PA due to several causes including low sense of self perception. So far studies have shown an almost equivalent energy spent through AVGs to the physical activity of moderate intensity. Games have been previously demonstrated to prevent excess weight. There were no studies of AVG in children with varying weights, inactivity and technology preoccupation. Similarly, no qualitative research of AVG in children exploring enjoyment levels and attitude changes were encountered. Thus, the investigators aim to find the quantitative effect of AVG on physical fitness parameters like weight, BMI and FR. Other aims are studying factors for motivation or continuance of the games as well as the feelings and perspectives of the participant children's parents for the games.

Interventions

Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.

Sponsors

Abant Izzet Baysal University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
8 Years to 13 Years
Healthy volunteers
Yes

Inclusion criteria

1. Being 8-13 years old 2. Being preoccupied with technology 3. Being physically inactive

Exclusion criteria

1. Having circulatory, respiratory and musculoskeletal disease 2. Having neuropsychiatric diseases 3. History of syncope or seizures 4. History of exercise induced anaphylaxis 5. Morbid obesity 6. Short stature

Design outcomes

Primary

MeasureTime frameDescription
Weight in KilogramsBaseline, 12 weeksWeight measured to the nearest 0.01 kg by Seca 767 scale. The first before the games, the second after the games.
Weight z ScoreBaseline, 12 weeksWeight measured to the nearest 0.01 kg by Seca 767 scale. Z scores were calculated using national data for Turkish children. The first before the games, the second after the games. Positive z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.
BMI Calculated as Weight (kg) / Height (m^2)Baseline, 12 weeksBody Mass Index calculation of both groups before the games and after the games.
BMI z ScoreBaseline, 12 weeksWeight and height were measured to the nearest 0.01 kg (Seca 767) and 0.1 cm (Seca 220). BMI Z-scores were calculated using national data for Turkish children derived from values obtained from calculations with Quetelet index. The first before the games, the second after the games. Positive BMI z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.
Body Fat Percentage as Determined by Siri Formula From Skinfold ThicknessesBaseline, 12 weeksThe biceps, triceps, suprailiac and subscapular regions skinfold thicknesses were measured by Holtain caliper at the beginning of and after the games. Durnin-Womersley formula was used to calculate body densities. Then fat ratio of whole body was derived from the Siri equation by integrating body densities obtained by Durnin-Womersley formula.

Secondary

MeasureTime frameDescription
Self-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)Baseline, 12 weeksThe scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about physical condition competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
Self-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)Baseline, 12 weeksThe scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about strength competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
Self-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)Baseline, 12 weeksThe scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about body attractiveness subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
Self-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)Baseline, 12 weeksThe scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about physical self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
Self-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)Baseline, 12 weeksThe scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about global self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.
Visual Reaction Times of Dominant Hand by Newtest 1000 TimerBaseline, 12 weeksDetermination of visual reaction times after games in intervention groups, and control groups. First before the games, second after the games.
Enjoyment Levels of Genders From Resort Category in the Game Group by Physical ActivityAfter every game during 12 weeksFor Resort category, there were 8 games of jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Resort Category scores were 23.2-37 for females and 25.8-37.8 for males.
Enjoyment Levels by Physical Activity of Genders From Balance Category in the Game GroupAfter every game during 12 weeksFor Balance category, there were 5 games of ski slalom, heading ball, balance bubble, ski jumping and penguin playing. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Balance Category scores were 14.4-23.2 for females and 15-26.6 for males.
Enjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game GroupAfter every game during 12 weeksFor Aerobics category, there were 5 games of rhytmic boxing, hula-hoop, cycling, step, and run. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Aerobics Category scores were 17.8-24 for females and 14.4-26.4 for males.
Enjoyment Levels by Physical Activity of Genders From Training Category in the Game GroupAfter every game during 12 weeksFor Training category, there were 9 games of rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Training Category scores were 31.6-41.8 for females and 29.2-45.2 for males.
Enjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF)After every game during 12 weeksFor Sports category, there were 5 games of boxing, tennis, golf, baseball, and bowling. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Sports Category scores were 11-25 for females and 17.8-26.2 for males.
Visual Reaction Times of Non-dominant Hand by Newtest 1000 TimerBaseline, 12 weeks
Auditory Reaction Time of Dominant Hand by Newtest 1000 TimerBaseline, 12 weeks
Auditory Reaction Time of Non-dominant Hand by Newtest 1000 TimerBaseline, 12 weeks
Self-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)Baseline, 12 weeksThe scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about sports competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Participant flow

Recruitment details

Four primary public schools among 14 in the central schools of Bolu region were randomly selected. In January to February of year 2013, all children (n=1300) from grades III,IV,V and VI were given froms for participation.Children positively responded to informed consent forms (n=918) were accepted as eligible for the study.

Pre-assignment details

The discrepancy between the enrolled (918) and assigned (n=106) numbers of children could be attributed to strict inclusion and exclusion criteria, and particularly to dropped out children due to technological preoocupation and physical inactivity as well as problems interfering physical activity and self-perception.

Participants by arm

ArmCount
Control Group
Physically inactive children who did not play AVGs.
53
Intervention Group
Physically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment. Active Video Games: Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.
53
Total106

Baseline characteristics

CharacteristicControl GroupTotalIntervention Group
Age, Continuous10.31 years
STANDARD_DEVIATION 1.15
9.96 years
STANDARD_DEVIATION 1.13
9.62 years
STANDARD_DEVIATION 1.02
Race and Ethnicity Not Collected0 Participants
Region of Enrollment
Turkey
53 participants106 participants53 participants
Sex: Female, Male
Female
31 Participants60 Participants29 Participants
Sex: Female, Male
Male
22 Participants46 Participants24 Participants
Techonology pre-occupation and physical inactivity53 participants106 participants53 participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
— / —— / —
other
Total, other adverse events
0 / 530 / 53
serious
Total, serious adverse events
0 / 530 / 53

Outcome results

Primary

BMI Calculated as Weight (kg) / Height (m^2)

Body Mass Index calculation of both groups before the games and after the games.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupBMI Calculated as Weight (kg) / Height (m^2)At the beginning of games18.20 kg/ m^2Standard Deviation 3.29
Control GroupBMI Calculated as Weight (kg) / Height (m^2)At the end of the games18.86 kg/ m^2Standard Deviation 3.57
Intervention GroupBMI Calculated as Weight (kg) / Height (m^2)At the beginning of games17.97 kg/ m^2Standard Deviation 3.34
Intervention GroupBMI Calculated as Weight (kg) / Height (m^2)At the end of the games17.64 kg/ m^2Standard Deviation 3.36
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index.p-value: 0ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index.p-value: 0.00000306Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index.p-value: 0.00000367Linear mixed effects model
Primary

BMI z Score

Weight and height were measured to the nearest 0.01 kg (Seca 767) and 0.1 cm (Seca 220). BMI Z-scores were calculated using national data for Turkish children derived from values obtained from calculations with Quetelet index. The first before the games, the second after the games. Positive BMI z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupBMI z ScoreAt the beginning of games0.06 units on a scaleStandard Deviation 1.15
Control GroupBMI z ScoreAt the end of the games0.27 units on a scaleStandard Deviation 1.17
Intervention GroupBMI z ScoreAt the beginning of games0.13 units on a scaleStandard Deviation 1.3
Intervention GroupBMI z ScoreAt the end of the games0.00 units on a scaleStandard Deviation 1.31
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index z score.p-value: 0ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable body mass index z score.p-value: 0.0001402Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable body index z score.p-value: 0.000235Linear mixed-effects model
Primary

Body Fat Percentage as Determined by Siri Formula From Skinfold Thicknesses

The biceps, triceps, suprailiac and subscapular regions skinfold thicknesses were measured by Holtain caliper at the beginning of and after the games. Durnin-Womersley formula was used to calculate body densities. Then fat ratio of whole body was derived from the Siri equation by integrating body densities obtained by Durnin-Womersley formula.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupBody Fat Percentage as Determined by Siri Formula From Skinfold ThicknessesAt the beginning of games25.43 percentage of fatStandard Deviation 6.78
Control GroupBody Fat Percentage as Determined by Siri Formula From Skinfold ThicknessesAt the end of the games24.62 percentage of fatStandard Deviation 7.83
Intervention GroupBody Fat Percentage as Determined by Siri Formula From Skinfold ThicknessesAt the beginning of games24.54 percentage of fatStandard Deviation 7.14
Intervention GroupBody Fat Percentage as Determined by Siri Formula From Skinfold ThicknessesAt the end of the games22.37 percentage of fatStandard Deviation 6.68
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable fat ratio.p-value: 0.259ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable fat ratio.p-value: 0.22Linear mixed-effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable fat ratio.p-value: 0.250006Linear mixed effects model
Primary

Weight in Kilograms

Weight measured to the nearest 0.01 kg by Seca 767 scale. The first before the games, the second after the games.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupWeight in KilogramsAt the beginning of games34.29 kgStandard Deviation 8.46
Control GroupWeight in KilogramsAt the end of the games36.19 kgStandard Deviation 9.04
Intervention GroupWeight in KilogramsAt the beginning of games33.65 kgStandard Deviation 9.39
Intervention GroupWeight in KilogramsAt the end of the games34.18 kgStandard Deviation 9.58
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable weight.p-value: 0.001ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable weight.p-value: 0.0002535Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable weight.p-value: 0.000397Linear mixed-effects model
Primary

Weight z Score

Weight measured to the nearest 0.01 kg by Seca 767 scale. Z scores were calculated using national data for Turkish children. The first before the games, the second after the games. Positive z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupWeight z ScoreAt the beginning of games-0.22 units on a scaleStandard Deviation 1.05
Control GroupWeight z ScoreAt the end of the games0.06 units on a scaleStandard Deviation 1.02
Intervention GroupWeight z ScoreAt the beginning of games0.13 units on a scaleStandard Deviation 1.23
Intervention GroupWeight z ScoreAt the end of the games0.23 units on a scaleStandard Deviation 1.23
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable weight z scores.p-value: 0.005ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable weight z score.p-value: 0.002Linear mixed effects model
Comparison: Linear mixed-effects model fit by maximum likelihood since restricted maximum likelihood assumes a strong normality. Adjusted by Satterthwaite's degrees of freedom correction method for cluster effect, and small sample sizes in addition to baseline value and age.p-value: 0.00386Linear mixed effects model
Secondary

Auditory Reaction Time of Dominant Hand by Newtest 1000 Timer

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupAuditory Reaction Time of Dominant Hand by Newtest 1000 TimerAt the beginning of games0.314 secondsStandard Deviation 0.071
Control GroupAuditory Reaction Time of Dominant Hand by Newtest 1000 TimerAt the end of the games0.289 secondsStandard Deviation 0.079
Intervention GroupAuditory Reaction Time of Dominant Hand by Newtest 1000 TimerAt the beginning of games0.285 secondsStandard Deviation 0.079
Intervention GroupAuditory Reaction Time of Dominant Hand by Newtest 1000 TimerAt the end of the games0.243 secondsStandard Deviation 0.053
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of dominant hand.p-value: 0ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of dominant hand.p-value: 0.00001633Linear mixed-effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of dominant hand.p-value: 0.0000367Linear mixed-effects model
Secondary

Auditory Reaction Time of Non-dominant Hand by Newtest 1000 Timer

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupAuditory Reaction Time of Non-dominant Hand by Newtest 1000 TimerAt the beginning of games0.321 secondsStandard Deviation 0.074
Control GroupAuditory Reaction Time of Non-dominant Hand by Newtest 1000 TimerAt the end of the games0.293 secondsStandard Deviation 0.08
Intervention GroupAuditory Reaction Time of Non-dominant Hand by Newtest 1000 TimerAt the beginning of games0.294 secondsStandard Deviation 0.086
Intervention GroupAuditory Reaction Time of Non-dominant Hand by Newtest 1000 TimerAt the end of the games0.264 secondsStandard Deviation 0.049
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of non-dominant hand.p-value: 0.008ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of non-dominant hand.p-value: 0.006Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable auditory reaction time of non-dominant hand.p-value: 0.006602Linear mixed-effects model
Secondary

Enjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group

For Aerobics category, there were 5 games of rhytmic boxing, hula-hoop, cycling, step, and run. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Aerobics Category scores were 17.8-24 for females and 14.4-26.4 for males.

Time frame: After every game during 12 weeks

ArmMeasureValue (MEAN)Dispersion
Control GroupEnjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group22.17 score on a scaleStandard Deviation 1.41
Intervention GroupEnjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group21.54 score on a scaleStandard Deviation 2.39
Comparison: Null hypothesis was the absence of difference between the two genders in the active video game group for the variable of enjoyment from aerobic category.p-value: 0.247Wilcoxon (Mann-Whitney)
Secondary

Enjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group

For Balance category, there were 5 games of ski slalom, heading ball, balance bubble, ski jumping and penguin playing. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Balance Category scores were 14.4-23.2 for females and 15-26.6 for males.

Time frame: After every game during 12 weeks

ArmMeasureValue (MEAN)Dispersion
Control GroupEnjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group21.24 score on a scaleStandard Deviation 2.32
Intervention GroupEnjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group21.41 score on a scaleStandard Deviation 2.49
Comparison: Null hypothesis was the absence of difference between the two genders in the active video game group for the variable of enjoyment from balance category.p-value: 0.843Wilcoxon (Mann-Whitney)
Secondary

Enjoyment Levels by Physical Activity of Genders From Training Category in the Game Group

For Training category, there were 9 games of rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Training Category scores were 31.6-41.8 for females and 29.2-45.2 for males.

Time frame: After every game during 12 weeks

ArmMeasureValue (MEAN)Dispersion
Control GroupEnjoyment Levels by Physical Activity of Genders From Training Category in the Game Group38.50 score on a scaleStandard Deviation 2.7
Intervention GroupEnjoyment Levels by Physical Activity of Genders From Training Category in the Game Group37.95 score on a scaleStandard Deviation 3.61
Comparison: Null hypothesis was the absence of difference between the two genders in the active video game group for the variable of enjoyment from training category.p-value: 0.543Wilcoxon (Mann-Whitney)
Secondary

Enjoyment Levels of Genders From Resort Category in the Game Group by Physical Activity

For Resort category, there were 8 games of jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Resort Category scores were 23.2-37 for females and 25.8-37.8 for males.

Time frame: After every game during 12 weeks

ArmMeasureValue (MEAN)Dispersion
Control GroupEnjoyment Levels of Genders From Resort Category in the Game Group by Physical Activity33.04 score on a scaleStandard Deviation 3.36
Intervention GroupEnjoyment Levels of Genders From Resort Category in the Game Group by Physical Activity33.27 score on a scaleStandard Deviation 3.3
Comparison: Null hypothesis was the absence of difference between the two genders in the Active video game group for the variable of enjoyment from sports category.p-value: 0.809Wilcoxon (Mann-Whitney)
Secondary

Enjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF)

For Sports category, there were 5 games of boxing, tennis, golf, baseball, and bowling. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category. Min-Max Sports Category scores were 11-25 for females and 17.8-26.2 for males.

Time frame: After every game during 12 weeks

Population: Enjoyment levels only in the intervention group were assessed since control group did not play the games of interest.

ArmMeasureValue (MEAN)Dispersion
Control GroupEnjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF)21.34 score on a scaleStandard Deviation 2.59
Intervention GroupEnjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF)20.46 score on a scaleStandard Deviation 4.08
Comparison: Enjoyment scale of physical activity sports in intervention group between male and female gendersp-value: 0.194Wilcoxon (Mann-Whitney)
Secondary

Self-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

The scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about body attractiveness subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupSelf-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games17.37 score on a scaleStandard Deviation 2.78
Control GroupSelf-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games18.69 score on a scaleStandard Deviation 3.57
Intervention GroupSelf-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games16.11 score on a scaleStandard Deviation 3.17
Intervention GroupSelf-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games17.11 score on a scaleStandard Deviation 4.19
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of body attractiveness.p-value: 0.638505ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of body attractiveness.p-value: 0.632Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of body attractiveness.p-value: 0.6328Linear mixed-effects model
Secondary

Self-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

The scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about physical self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupSelf-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games18.03 score on a scaleStandard Deviation 2.5
Control GroupSelf-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games20.32 score on a scaleStandard Deviation 2.48
Intervention GroupSelf-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games17.37 score on a scaleStandard Deviation 2.74
Intervention GroupSelf-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games18.15 score on a scaleStandard Deviation 4.05
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global physical self-worth.p-value: 0.007061ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global physical self-worth.p-value: 0.005Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global physical self-worth.p-value: 0.00603Linear mixed-effects model
Secondary

Self-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

The scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about global self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupSelf-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games18.03 score on a scaleStandard Deviation 2.5
Control GroupSelf-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games20.69 score on a scaleStandard Deviation 2.8
Intervention GroupSelf-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games17.92 score on a scaleStandard Deviation 2.65
Intervention GroupSelf-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games18.69 score on a scaleStandard Deviation 4.25
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global self-worth.p-value: 0.002879ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global self-worth.p-value: 0.002Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of global self-worth.p-value: 0.00238Linear mixed-effects model
Secondary

Self-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

The scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about physical condition competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Time frame: Baseline, 12 weeks

ArmMeasureValue (MEAN)Dispersion
Control GroupSelf-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)18.15 score on a scaleStandard Deviation 3.08
Intervention GroupSelf-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)17.52 score on a scaleStandard Deviation 2.78
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of physical condition competence.p-value: 0.094ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of physical condition competence.p-value: 0.085Linear mixed effects model
Comparison: The outcome of self-perception for sports competence was tested for any difference between groups by linear mixed-effects model analysis.p-value: 0.08818Linear mixed-effects model
Secondary

Self-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

The scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about sports competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupSelf-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games17.11 score on a scaleStandard Deviation 2.59
Control GroupSelf-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games18.79 score on a scaleStandard Deviation 2.95
Intervention GroupSelf-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games16.11 score on a scaleStandard Deviation 2.35
Intervention GroupSelf-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games17.73 score on a scaleStandard Deviation 3.63
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of sports competence.p-value: 0.615648ANCOVA
Comparison: The outcome of self-perception for sports competence was tested for any difference between groups by linear mixed-effects model analysis.p-value: 0.608Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of sports competence.p-value: 0.60938Linear mixed-effects model
Secondary

Self-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

The scale Children and Youth Physical Self Perception Profile (CY-PSPP) assessed the children's self-percetion about strength competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupSelf-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games17.03 score on a scaleStandard Deviation 3.05
Control GroupSelf-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games19.24 score on a scaleStandard Deviation 3.27
Intervention GroupSelf-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the beginning of games16.35 score on a scaleStandard Deviation 3.24
Intervention GroupSelf-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)At the end of the games17.49 score on a scaleStandard Deviation 3.66
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of strength competence.p-value: 0.058102ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of strength competence.p-value: 0.051Linear mixed effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable self-perception of strength competence.p-value: 0.0534Linear mixed-effects model
Secondary

Visual Reaction Times of Dominant Hand by Newtest 1000 Timer

Determination of visual reaction times after games in intervention groups, and control groups. First before the games, second after the games.

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupVisual Reaction Times of Dominant Hand by Newtest 1000 TimerAt the beginning of games0.269 secondsStandard Deviation 0.055
Control GroupVisual Reaction Times of Dominant Hand by Newtest 1000 TimerAt the end of the games0.269 secondsStandard Deviation 0.075
Intervention GroupVisual Reaction Times of Dominant Hand by Newtest 1000 TimerAt the end of the games0.233 secondsStandard Deviation 0.04
Intervention GroupVisual Reaction Times of Dominant Hand by Newtest 1000 TimerAt the beginning of games0.263 secondsStandard Deviation 0.067
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time.p-value: 0ANCOVA
Comparison: The outcome of visual reaction time was tested for any difference between groups by linear mixed-effects model analysis.p-value: 0.00001196Linear mixed-effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time.p-value: 0.0000282Linear mixed-effects model
Secondary

Visual Reaction Times of Non-dominant Hand by Newtest 1000 Timer

Time frame: Baseline, 12 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Control GroupVisual Reaction Times of Non-dominant Hand by Newtest 1000 TimerAt the beginning of games0.284 secondsStandard Deviation 0.058
Control GroupVisual Reaction Times of Non-dominant Hand by Newtest 1000 TimerAt the end of the games0.282 secondsStandard Deviation 0.076
Intervention GroupVisual Reaction Times of Non-dominant Hand by Newtest 1000 TimerAt the beginning of games0.282 secondsStandard Deviation 0.083
Intervention GroupVisual Reaction Times of Non-dominant Hand by Newtest 1000 TimerAt the end of the games0.240 secondsStandard Deviation 0.045
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time of non-dominant hand.p-value: 0ANCOVA
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time of non-dominant hand.p-value: 9e-8Linear mixed-effects model
Comparison: Null hypothesis was the absence of difference between the two groups for the dependent variable visual reaction time of non-dominant hand.p-value: 55Linear mixed-effects model

Source: ClinicalTrials.gov · Data processed: Mar 2, 2026