Overweight Clinical Trial
Official title:
Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
NCT number | NCT02940431 |
Other study ID # | GFHNRC406 |
Secondary ID | |
Status | Completed |
Phase | N/A |
First received | |
Last updated | |
Start date | November 2016 |
Est. completion date | May 4, 2018 |
Verified date | August 2019 |
Source | USDA Grand Forks Human Nutrition Research Center |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
The purpose of this study is to look at the effects of active video game play on youth physical activity.
Status | Completed |
Enrollment | 49 |
Est. completion date | May 4, 2018 |
Est. primary completion date | May 4, 2018 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | All |
Age group | 8 Years to 12 Years |
Eligibility |
Inclusion Criteria: - Sedentary lifestyle - BMI between 5th and 95th percentile Exclusion Criteria: - taking any medications that affect energy use or eating - actively trying to lose weight - has any medical conditions that prevent him/her from safely joining in physical activity - exercises more than three times per week for one hour at a time - does not engage in more than 14 hours per week of screen-based activities - does not own an active video game system - plays active video games more than 30 minutes per week |
Country | Name | City | State |
---|---|---|---|
United States | USDA Grand Forks Human Nutrition Research Center | Grand Forks | North Dakota |
Lead Sponsor | Collaborator |
---|---|
USDA Grand Forks Human Nutrition Research Center |
United States,
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Change in relative reinforcing value (RRV) of active video games | RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play). | Week 0, Week 6, Week 10 | |
Secondary | Change in minutes of physical activity, as assessed by activity tracker | Minutes of physical activity will be assessed by having participants wear an Actigraph accelerometer for 7 days (minimum 10 hours per day) on the right hip. | Week 0, Week 6, Week 10 | |
Secondary | Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities | Changes in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities (computer, phone TV), will be assessed by 24-hour activity recalls which participants will fill out for the prior day's activities for two weekend and two weekdays. | Week 0, Week 6, Week 10 | |
Secondary | Beverage and snack food consumption | Average weekly intake of certain foods and beverages will be assessed by self-report questionnaire responses of the Beverage and Snack Questionnaire (BSQ). | Week 0, Week 6, Week 10 | |
Secondary | Children's exercise self-efficacy | Changes in children's exercise self-efficacy will be assessed by self-report questionnaire responses of the Children's Self-Perception of Adequacy in and Predilection of Physical Activity Scale (CSAPPA). | Week 0, Week 6, Week 10 | |
Secondary | Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity | Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2). | Week 0, Week 6, Week 10 | |
Secondary | Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play | Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure active video game play. | Week 0, Week 6, Week 10 | |
Secondary | Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play | Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure sedentary video game play. | Week 0, Week 6, Week 10 |
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