Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial

Monique Simons, Mai J M Chinapaw, Maaike van de Bovenkamp, Michiel R de Boer, Jacob C Seidell, Johannes Brug, Emely de Vet

Research output: Contribution to JournalArticleAcademicpeer-review

Abstract

BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents.

METHODS/DESIGN: The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12-16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents' measured BMI-SDS (SDS=adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents' self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games.

DISCUSSION: This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents.

TRIAL REGISTRATION: Dutch Trial register NTR3228.

Original languageEnglish
Pages (from-to)275
JournalBMC Public Health
Volume14
DOIs
Publication statusPublished - 24 Mar 2014

Fingerprint

Video Games
Weight Gain
Randomized Controlled Trials
Exercise
Waiting Lists
Beverages
Health Behavior
Waist Circumference
Mental Competency
Hip
Public Health
Body Weight
Weights and Measures
Control Groups
Wounds and Injuries

Keywords

  • Adolescent
  • Body Mass Index
  • Child
  • Exercise
  • Female
  • Health Behavior
  • Humans
  • Pediatric Obesity
  • Perception
  • Research Design
  • Sedentary Lifestyle
  • Skinfold Thickness
  • Video Games
  • Waist Circumference
  • Weight Gain
  • Journal Article
  • Randomized Controlled Trial
  • Research Support, Non-U.S. Gov't

Cite this

@article{9d3beb821413433fa192c7f85344c29a,
title = "Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial",
abstract = "BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents.METHODS/DESIGN: The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12-16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents' measured BMI-SDS (SDS=adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents' self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games.DISCUSSION: This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents.TRIAL REGISTRATION: Dutch Trial register NTR3228.",
keywords = "Adolescent, Body Mass Index, Child, Exercise, Female, Health Behavior, Humans, Pediatric Obesity, Perception, Research Design, Sedentary Lifestyle, Skinfold Thickness, Video Games, Waist Circumference, Weight Gain, Journal Article, Randomized Controlled Trial, Research Support, Non-U.S. Gov't",
author = "Monique Simons and Chinapaw, {Mai J M} and {van de Bovenkamp}, Maaike and {de Boer}, {Michiel R} and Seidell, {Jacob C} and Johannes Brug and {de Vet}, Emely",
year = "2014",
month = "3",
day = "24",
doi = "10.1186/1471-2458-14-275",
language = "English",
volume = "14",
pages = "275",
journal = "BMC Public Health",
issn = "1471-2458",
publisher = "BioMed Central",

}

Active video games as a tool to prevent excessive weight gain in adolescents : rationale, design and methods of a randomized controlled trial. / Simons, Monique; Chinapaw, Mai J M; van de Bovenkamp, Maaike; de Boer, Michiel R; Seidell, Jacob C; Brug, Johannes; de Vet, Emely.

In: BMC Public Health, Vol. 14, 24.03.2014, p. 275.

Research output: Contribution to JournalArticleAcademicpeer-review

TY - JOUR

T1 - Active video games as a tool to prevent excessive weight gain in adolescents

T2 - rationale, design and methods of a randomized controlled trial

AU - Simons, Monique

AU - Chinapaw, Mai J M

AU - van de Bovenkamp, Maaike

AU - de Boer, Michiel R

AU - Seidell, Jacob C

AU - Brug, Johannes

AU - de Vet, Emely

PY - 2014/3/24

Y1 - 2014/3/24

N2 - BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents.METHODS/DESIGN: The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12-16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents' measured BMI-SDS (SDS=adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents' self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games.DISCUSSION: This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents.TRIAL REGISTRATION: Dutch Trial register NTR3228.

AB - BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents.METHODS/DESIGN: The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12-16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents' measured BMI-SDS (SDS=adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents' self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games.DISCUSSION: This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents.TRIAL REGISTRATION: Dutch Trial register NTR3228.

KW - Adolescent

KW - Body Mass Index

KW - Child

KW - Exercise

KW - Female

KW - Health Behavior

KW - Humans

KW - Pediatric Obesity

KW - Perception

KW - Research Design

KW - Sedentary Lifestyle

KW - Skinfold Thickness

KW - Video Games

KW - Waist Circumference

KW - Weight Gain

KW - Journal Article

KW - Randomized Controlled Trial

KW - Research Support, Non-U.S. Gov't

U2 - 10.1186/1471-2458-14-275

DO - 10.1186/1471-2458-14-275

M3 - Article

VL - 14

SP - 275

JO - BMC Public Health

JF - BMC Public Health

SN - 1471-2458

ER -