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Active Video Games and Sustainable Physical Activity

Active Video Games and Sustainable Physical Activity
活跃的视频游戏和可持续的体育活动
批准号:
7701168
负责人:
Tom Baranowski
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
项目状态:
已结题
起止时间:
2009-09-01 至 2011-08-31

项目摘要

项目成果

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中文摘要
翻译
描述(由申请人提供):儿童超重和肥胖的患病率很高,对儿童和成年期的健康产生负面影响。预防和有效治疗对于降低成人肥胖、2型糖尿病和心血管疾病的风险至关重要。体力活动(PA)可影响儿童超重、肥胖和合并症的发生率。有必要增加PA在儿童之前的PA在老年青年中看到的下降期。电子游戏已成为儿童日常生活的一部分,因此是引入健康行为的潜在渠道,但也是不活动的来源。积极的电子游戏可以增加能量消耗,达到符合儿童PA指南的强度,但没有足够的证据表明它们能够积极影响PA时间,或在更长的时间内保持积极的游戏。活跃的电子游戏可以吸引玩家并维持他们的参与。参与公共行政的人口水平很低,这表明公共行政尚未证明是大多数人口的一项内在激励活动。主动式视频游戏的设计初衷是令人愉快,但它们的享乐价值并不依赖于活动组件。享受活跃的视频游戏可能会导致儿童PA水平的增加,特别是在被认为不安全的社区,儿童不允许外出。本研究的目的是调查(1)在家庭环境中,主动和非主动玩电子游戏的时间轨迹,(2)主动玩电子游戏对整体PA和BMI的影响,(3)动机变量,感知邻里安全,媒体养育实践和家庭媒体环境对游戏的影响,以及(4)什么样的视频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(活跃或不活跃的视频游戏),按父母认为安全或不安全的社区分层。参与家庭将获得一个视频游戏机和两个活跃或不活跃的视频游戏:一个在第一个6周的开始,另一个在第二个6周的开始。在引入视频游戏前一周以及第1、6、7、12、13和18周,将使用加速度计测量参与儿童的PA水平。他们将在第1周、第6周、第7周和第12周记录视频游戏。将在第6、12和18周结束时根据控制台中存储的信息转录客观视频游戏时间。将进行一份问卷调查,以检查玩视频游戏的动机(第6周和第12周结束),并对儿童的游戏体验(第6周,第12周和第18周结束)进行简短的定性访谈。该项目团队结合了视频游戏,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:可持续的体育活动是预防儿童肥胖症流行的关键组成部分。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视频游戏的可持续性以及儿童玩这些游戏的动机。
英文摘要
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.
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会议论文
Minimizing Memory Errors in Child Diet Assessment
  • 批准号:
    8737209
  • 项目类别:
  • 资助金额:
    $14.25万
  • 财政年份:
    2013
  • 负责人:
    Tom Baranowski
  • 依托单位:
Minimizing Memory Errors in Child Diet Assessment
  • 批准号:
    8582288
  • 项目类别:
  • 资助金额:
    $18.9万
  • 财政年份:
    2013
  • 负责人:
    Tom Baranowski
  • 依托单位:
Video games for Obesity & Diabetes Prevention: Efficacy Trial
  • 批准号:
    8237273
  • 项目类别:
  • 资助金额:
    $60.37万
  • 财政年份:
    2012
  • 负责人:
    Tom Baranowski
  • 依托单位:
The narrative impact of active video games on physical activity
  • 批准号:
    8508887
  • 项目类别:
  • 资助金额:
    $12.44万
  • 财政年份:
    2012
  • 负责人:
    Tom Baranowski
  • 依托单位:
海外基金