Twelve weeks of dance exergaming in overweight and obese adolescent girls: Transfer effects on physical activity, screen time, and self-efficacy.

Twelve weeks of dance exergaming in overweight and obese adolescent girls: Transfer effects on physical activity, screen time, and self-efficacy.
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DOI:
10.1016/j.jshs.2016.11.005
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发表时间:
2017-03
影响因子:
11.7
通讯作者:
Newton RL Jr
Newton RL Jr
中科院分区:
医学1区
文献类型:
--
作者:
Staiano AE;Beyl RA;Hsia DS;Katzmarzyk PT;Newton RL Jr

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鉴于美国青春期女孩的身体活动(PA)水平较低,有必要确定激励增加PA的工具。虽然有有限的证据表明,青少年转移PA从一个背景到另一个,exergames(即,需要粗大运动活动的视频游戏)可以作为在游戏之外促进整体PA的途径。本研究的目的是检查潜在的转移效应(即,外部行为和心理结构的影响)的12周运动游戏干预对青春期女孩的PA,屏幕时间,对PA的自我效能感,以及运动游戏的内在动机。参与者为37名14-18岁的女孩(65%为非洲裔美国人,35%为白色),她们超重或肥胖(体重指数≥第85百分位数),并通过学校、医生、新闻媒体和社交媒体网站从社区招募。青少年被随机分配到一个为期12周的小组运动游戏干预(36个60分钟的基于小组的舞蹈运动游戏,在一个研究实验室使用Kinect for Xbox 360(微软公司,雷德蒙,华盛顿州,美国))或无治疗对照组。结果变量包括干预前1周与干预后1周客观测量的PA(总)和自我报告的休闲时间PA(仅自由支配时间);在健身房放置30分钟时选择的PA类型和强度(“有氧自由选择”);屏幕时间;对PA的自我效能;以及对运动游戏的内在动机。在exergaming会议出席率很高(80%)。与对照组相比,干预组自我报告PA增加(p = 0.035),干预后看电视或视频的时间减少(p = 0.01),但通过加速度计测量的久坐、轻度、中度或剧烈PA无显著差异。干预组对PA的自我效能显著提高(p = 0.028)。干预组高度评价运动游戏的内在动机。运动12周与青春期女孩的自我报告的PA,看电视,自我效能和内在动机的积极影响。未来的研究是有必要利用exergames作为一个愉快的,激励,和有效的PA工具。
Given the low levels of physical activity (PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames (i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects (i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time, and self-efficacy toward PA, as well as the intrinsic motivation of exergaming. Participants were 37 girls aged 14–18 years (65% African American, 35% white) who were overweight or obese (body mass index ≥ 85th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention (thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox 360 (Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA (total) and self-reported leisure-time PA (discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min (“cardio free choice”); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming. Attendance at the exergaming sessions was high (80%). Compared with the control group, the intervention group self-reported an increase in PA (p = 0.035) and fewer hours watching television or videos (p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA (p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming. Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy, and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.