Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents
The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. W...
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description | The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight.
We assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted.
The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period.
The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group. The intervention did result in less self-reported sedentary screen time, although these results are likely biased by social desirability.
Dutch Trial Register NTR3228. |
doi_str_mv | 10.1371/journal.pone.0126023 |
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We assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted.
The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period.
The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group. The intervention did result in less self-reported sedentary screen time, although these results are likely biased by social desirability.
Dutch Trial Register NTR3228.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0126023</identifier><identifier>PMID: 26153884</identifier><language>eng</language><publisher>United States: Public Library of Science</publisher><subject>Active control ; Adolescent ; Adolescent Behavior ; Adolescents ; Analysis ; Anthropometry ; Beverages ; Body mass ; Body measurements ; Body weight ; childhood obesity ; children ; Computer & video games ; Exercise ; Female ; games ; health indicators ; Hip ; Humans ; Intervention ; Male ; Motivation ; Multilevel Analysis ; Obesity ; overweight ; Physical activity ; physical-activity levels ; questionnaire ; randomized controlled-trial ; Regression Analysis ; screen time ; sedentary behavior ; Snack foods ; Social desirability ; Studies ; Sugar ; Teenagers ; Video Games ; Weight Gain ; Youth</subject><ispartof>PloS one, 2015-07, Vol.10 (7), p.e0126023-e0126023</ispartof><rights>COPYRIGHT 2015 Public Library of Science</rights><rights>2015 Simons et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2015 Simons et al 2015 Simons et al</rights><rights>Wageningen University & Research</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c743t-da2aecac08782415f45db08b96b65139ac3cc155467836679034fc4b3614e0183</citedby><cites>FETCH-LOGICAL-c743t-da2aecac08782415f45db08b96b65139ac3cc155467836679034fc4b3614e0183</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC4496035/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC4496035/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,864,885,2102,2928,23866,27924,27925,53791,53793,79600,79601</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/26153884$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><contributor>Votruba, Susanne Breuer</contributor><creatorcontrib>Simons, Monique</creatorcontrib><creatorcontrib>Brug, Johannes</creatorcontrib><creatorcontrib>Chinapaw, Mai J M</creatorcontrib><creatorcontrib>de Boer, Michiel</creatorcontrib><creatorcontrib>Seidell, Jaap</creatorcontrib><creatorcontrib>de Vet, Emely</creatorcontrib><title>Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents</title><title>PloS one</title><addtitle>PLoS One</addtitle><description>The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight.
We assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted.
The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period.
The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group. The intervention did result in less self-reported sedentary screen time, although these results are likely biased by social desirability.
Dutch Trial Register NTR3228.</description><subject>Active control</subject><subject>Adolescent</subject><subject>Adolescent Behavior</subject><subject>Adolescents</subject><subject>Analysis</subject><subject>Anthropometry</subject><subject>Beverages</subject><subject>Body mass</subject><subject>Body measurements</subject><subject>Body weight</subject><subject>childhood obesity</subject><subject>children</subject><subject>Computer & video games</subject><subject>Exercise</subject><subject>Female</subject><subject>games</subject><subject>health indicators</subject><subject>Hip</subject><subject>Humans</subject><subject>Intervention</subject><subject>Male</subject><subject>Motivation</subject><subject>Multilevel Analysis</subject><subject>Obesity</subject><subject>overweight</subject><subject>Physical activity</subject><subject>physical-activity levels</subject><subject>questionnaire</subject><subject>randomized controlled-trial</subject><subject>Regression Analysis</subject><subject>screen time</subject><subject>sedentary behavior</subject><subject>Snack foods</subject><subject>Social desirability</subject><subject>Studies</subject><subject>Sugar</subject><subject>Teenagers</subject><subject>Video Games</subject><subject>Weight 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Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents</title><author>Simons, Monique ; Brug, Johannes ; Chinapaw, Mai J M ; de Boer, Michiel ; Seidell, Jaap ; de Vet, Emely</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c743t-da2aecac08782415f45db08b96b65139ac3cc155467836679034fc4b3614e0183</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2015</creationdate><topic>Active control</topic><topic>Adolescent</topic><topic>Adolescent Behavior</topic><topic>Adolescents</topic><topic>Analysis</topic><topic>Anthropometry</topic><topic>Beverages</topic><topic>Body mass</topic><topic>Body measurements</topic><topic>Body weight</topic><topic>childhood obesity</topic><topic>children</topic><topic>Computer & video games</topic><topic>Exercise</topic><topic>Female</topic><topic>games</topic><topic>health 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Breuer</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents</atitle><jtitle>PloS one</jtitle><addtitle>PLoS One</addtitle><date>2015-07-08</date><risdate>2015</risdate><volume>10</volume><issue>7</issue><spage>e0126023</spage><epage>e0126023</epage><pages>e0126023-e0126023</pages><issn>1932-6203</issn><eissn>1932-6203</eissn><abstract>The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight.
We assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted.
The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period.
The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group. The intervention did result in less self-reported sedentary screen time, although these results are likely biased by social desirability.
Dutch Trial Register NTR3228.</abstract><cop>United States</cop><pub>Public Library of Science</pub><pmid>26153884</pmid><doi>10.1371/journal.pone.0126023</doi><oa>free_for_read</oa></addata></record> |
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source | MEDLINE; DOAJ Directory of Open Access Journals; Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals; Public Library of Science (PLoS); PubMed Central; Free Full-Text Journals in Chemistry |
subjects | Active control Adolescent Adolescent Behavior Adolescents Analysis Anthropometry Beverages Body mass Body measurements Body weight childhood obesity children Computer & video games Exercise Female games health indicators Hip Humans Intervention Male Motivation Multilevel Analysis Obesity overweight Physical activity physical-activity levels questionnaire randomized controlled-trial Regression Analysis screen time sedentary behavior Snack foods Social desirability Studies Sugar Teenagers Video Games Weight Gain Youth |
title | Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-06T23%3A19%3A23IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-gale_plos_&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Replacing%20Non-Active%20Video%20Gaming%20by%20Active%20Video%20Gaming%20to%20Prevent%20Excessive%20Weight%20Gain%20in%20Adolescents&rft.jtitle=PloS%20one&rft.au=Simons,%20Monique&rft.date=2015-07-08&rft.volume=10&rft.issue=7&rft.spage=e0126023&rft.epage=e0126023&rft.pages=e0126023-e0126023&rft.issn=1932-6203&rft.eissn=1932-6203&rft_id=info:doi/10.1371/journal.pone.0126023&rft_dat=%3Cgale_plos_%3EA421036630%3C/gale_plos_%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=1694958803&rft_id=info:pmid/26153884&rft_galeid=A421036630&rft_doaj_id=oai_doaj_org_article_a71cd816a3ee4a369877898e33a824a5&rfr_iscdi=true |