Active Video Games and Sustainable Physical Activity

活跃的视频游戏和可持续的体育活动

基本信息

  • 批准号:
    7701168
  • 负责人:
  • 金额:
    $ 18.08万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
  • 财政年份:
    2009
  • 资助国家:
    美国
  • 起止时间:
    2009-09-01 至 2011-08-31
  • 项目状态:
    已结题

项目摘要

DESCRIPTION (provided by applicant): The prevalence of childhood overweight and obesity is high and has negative health implications during childhood and adulthood. Prevention and effective treatment are important to reduce risks of adult obesity, type 2 diabetes and cardiovascular disease. Physical activity (PA) can influence the incidence of overweight, obesity and co-morbidities in children. There is a need to increase PA in children before the period of decline of PA seen in older youth. Video game play is established in the daily life of children and is therefore a potential channel for introducing healthy behaviors, but is also a source of inactivity. Active video games can increase energy expenditure to intensities that meet PA guidelines for children, but there is insufficient evidence regarding their ability to positively affect PA time, or maintain active game play over longer periods. Active video games could attract players and sustain their involvement. Population participation levels in PA are low, indicating that PA has not proven to be an intrinsically motivating activity for the majority of the population. Active video games were designed to be enjoyable, but their hedonic value does not rely on the activity component. The enjoyment of active video games may contribute to increasing PA levels in children, especially in neighborhoods considered unsafe, where the children are not allowed outside. The present study aims to investigate (1) the temporal trajectory from point of accession of active and inactive video game play in the home environment, (2) the effect of active video game play on overall PA and BMI, (3) effects of motivational variables, perceived neighborhood safety, media parenting practices and the home media environment on game play, and (4) what video game characteristics encourage sustainability of play. Eighty children and their primary caregivers will participate in an 18-week randomized control trial (active or inactive video game) stratified by parent perceived safe or unsafe neighborhood. Participating families will be given a video game console and two active or inactive video games: one at the beginning of the first 6-week period and another at the beginning of the second 6-week period. PA levels of participating children will be measured using accelerometry the week prior to the introduction of the video game and on weeks 1, 6, 7, 12, 13 and 18. They will keep a log of video game play on weeks 1, 6, 7 and 12. Objective video game play time will be transcribed at the end of weeks 6, 12 and 18 from information stored in the console. A questionnaire designed to examine the motivation to play a video game (end of weeks 6 and 12) and brief qualitative interviews on the children's experiences with the games (end of weeks 6, 12 and 18) will be administered. The project team combines expertise in video game play, behavioral change in children, measurement of PA, qualitative interviews and data analysis. PUBLIC HEALTH RELEVANCE: Sustainable physical activity is a key component of prevention programs to combat the epidemic of obesity in children. Video games are a highly popular activity. This project will examine the sustainability of active video game play in the home environment and motivation of children to play these games.
描述(申请人提供):儿童超重和肥胖的发生率很高,在儿童和成年期间对健康有负面影响。预防和有效的治疗对于降低成人肥胖、2型糖尿病和心血管疾病的风险非常重要。体力活动(PA)可以影响儿童超重、肥胖和合并症的发生率。在年龄较大的青年出现PA下降之前,有必要增加儿童PA。电子游戏存在于儿童的日常生活中,因此是引入健康行为的潜在渠道,但也是不活动的来源。活跃的电子游戏可以将能量消耗增加到符合PA儿童指南的强度,但没有足够的证据表明它们是否有能力积极影响PA的时间,或在更长的时间内保持活跃的游戏。活跃的视频游戏可以吸引玩家,并保持他们的参与度。PA的人口参与率很低,这表明PA还没有被证明是一项本质上对大多数人口具有激励作用的活动。积极的视频游戏被设计成令人愉快的,但它们的享乐价值并不依赖于活动的组成部分。享受活跃的电子游戏可能有助于提高儿童的PA水平,特别是在被认为不安全的社区,那里的儿童不允许外出。本研究旨在探讨(1)在家庭环境中主动和非主动玩电子游戏的时间轨迹,(2)主动玩电子游戏对总体PA和BMI的影响,(3)动机变量、社区安全感、媒体养育方式和家庭媒体环境对游戏的影响,以及(4)哪些电子游戏特征鼓励游戏的可持续性。80名儿童和他们的主要照顾者将参加一项为期18周的随机对照试验(活动或不活动的视频游戏),根据父母认为安全或不安全的社区进行分层。参与活动的家庭将获得一个视频游戏机和两个活动或不活动的视频游戏:一个在第一个6周期间的开始,另一个在第二个6周期间的开始。在电子游戏推出前一周,以及在第1、6、7、12、13和18周,将使用加速计测量参与儿童的PA水平。他们将在第1、6、7和12周记录玩电子游戏的记录。目标电子游戏玩时间将在第6、12和18周结束时根据存储在控制台中的信息转录。将进行一份调查问卷,旨在调查儿童玩电子游戏的动机(第6周和第12周结束),并就儿童玩游戏的经历进行简短的定性访谈(第6、12和18周结束)。该项目团队结合了电子游戏、儿童行为变化、PA测量、定性访谈和数据分析方面的专业知识。公共卫生相关性:可持续的身体活动是防治儿童肥胖症流行的预防计划的关键组成部分。电子游戏是一项非常受欢迎的活动。本项目将研究在家庭环境中积极玩电子游戏的可持续性,以及儿童玩这些游戏的动机。

项目成果

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Tom Baranowski其他文献

Tom Baranowski的其他文献

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{{ truncateString('Tom Baranowski', 18)}}的其他基金

Minimizing Memory Errors in Child Diet Assessment
最大限度地减少儿童饮食评估中的记忆错误
  • 批准号:
    8737209
  • 财政年份:
    2013
  • 资助金额:
    $ 18.08万
  • 项目类别:
Minimizing Memory Errors in Child Diet Assessment
最大限度地减少儿童饮食评估中的记忆错误
  • 批准号:
    8582288
  • 财政年份:
    2013
  • 资助金额:
    $ 18.08万
  • 项目类别:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
针对肥胖的视频游戏
  • 批准号:
    8237273
  • 财政年份:
    2012
  • 资助金额:
    $ 18.08万
  • 项目类别:
The narrative impact of active video games on physical activity
活跃视频游戏对身体活动的叙事影响
  • 批准号:
    8508887
  • 财政年份:
    2012
  • 资助金额:
    $ 18.08万
  • 项目类别:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
针对肥胖的视频游戏
  • 批准号:
    8878234
  • 财政年份:
    2012
  • 资助金额:
    $ 18.08万
  • 项目类别:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
针对肥胖的视频游戏
  • 批准号:
    8541842
  • 财政年份:
    2012
  • 资助金额:
    $ 18.08万
  • 项目类别:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
针对肥胖的视频游戏
  • 批准号:
    9069810
  • 财政年份:
    2012
  • 资助金额:
    $ 18.08万
  • 项目类别:
Measuring Parenting: Current Status and Consensus Reports
衡量育儿:现状和共识报告
  • 批准号:
    8317868
  • 财政年份:
    2012
  • 资助金额:
    $ 18.08万
  • 项目类别:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
针对肥胖的视频游戏
  • 批准号:
    8689003
  • 财政年份:
    2012
  • 资助金额:
    $ 18.08万
  • 项目类别:
How Can Parents Get Their Kids to Eat More Fruits and Vegetables?
家长如何让孩子多吃水果和蔬菜?
  • 批准号:
    7585980
  • 财政年份:
    2009
  • 资助金额:
    $ 18.08万
  • 项目类别:

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