Getting Active with Active Video Games: A Quasi-Experimental Study
1
Department of Physical Education, China Women’s University, Beijing 100101, China
2
Department of Sport, Physical Education and Health, Hong Kong Baptist University, Hong Kong, China
3
National Institute for Health Innovation, University of Auckland, 1010 Auckland, New Zealand
4
Institute for Physical Activity and Nutrition, School of Exercise and Nutrition Sciences, Deakin University, Melbourne, VIC 3125, Australia
*
Author to whom correspondence should be addressed.
Int. J. Environ. Res. Public Health 2020, 17(21), 7984; https://doi.org/10.3390/ijerph17217984
Received: 7 September 2020 / Revised: 15 October 2020 / Accepted: 26 October 2020 / Published: 30 October 2020
(This article belongs to the Special Issue Physical Activity, Sedentary Behavior, and Dietary Interventions and Tracking Using Technology)
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors among children. Eighty-seven children (intervention n = 30) were recruited from one primary school. Classes in Grades 4–6 were allocated to either the intervention group or the control group in a 2:1 ratio. The eight-week intervention involved children playing AVGs in an after-school class twice a week. Participants in the control group continued with their usual activities. Outcome included the change of participants in sedentary time, PA, percentage body fat, body mass index (BMI), and psychosocial variables (enjoyment, self-efficacy and social support), from baseline to eight weeks. No significant group differences were observed in sedentary time (−33.9 min/day, 95% CI −70.8 to 4.8; p = 0.07). The intervention group significantly increased total PA (53.7 counts/min, 95% CI 8.6 to 104.2; p = 0.04) compared with those in the control condition. No differences were found in body composition and psychosocial variables. However, significant treatment effects were found on BMI z score among boys (−0.1, 95% CI −0.2 to 0; p = 0.04). An eight-week school-based AVG intervention delivered during after-school hours was effective in increasing activity levels among Hong Kong children. The treatment effects of AVGs on sedentary behavior and body composition need to be further demonstrated in a more robust study, especially in boys.
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Keywords:
children; sedentary time; physical activity; active video game; accelerometer; after-school time
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MDPI and ACS Style
Liang, Y.; Lau, P.W.C.; Jiang, Y.; Maddison, R. Getting Active with Active Video Games: A Quasi-Experimental Study. Int. J. Environ. Res. Public Health 2020, 17, 7984. https://doi.org/10.3390/ijerph17217984
AMA Style
Liang Y, Lau PWC, Jiang Y, Maddison R. Getting Active with Active Video Games: A Quasi-Experimental Study. International Journal of Environmental Research and Public Health. 2020; 17(21):7984. https://doi.org/10.3390/ijerph17217984
Chicago/Turabian StyleLiang, Yan; Lau, Patrick W.C.; Jiang, Yannan; Maddison, Ralph. 2020. "Getting Active with Active Video Games: A Quasi-Experimental Study" Int. J. Environ. Res. Public Health 17, no. 21: 7984. https://doi.org/10.3390/ijerph17217984
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