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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Veröffentlicht in:PloS one 2015-07, Vol.10 (7), p.e0126023-e0126023
Hauptverfasser: Simons, Monique, Brug, Johannes, Chinapaw, Mai J M, de Boer, Michiel, Seidell, Jaap, de Vet, Emely
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container_issue 7
container_start_page e0126023
container_title PloS one
container_volume 10
creator Simons, Monique
Brug, Johannes
Chinapaw, Mai J M
de Boer, Michiel
Seidell, Jaap
de Vet, Emely
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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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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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
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