Physical Inactivity Clinical Trial
Official title:
Effects of Active Video Games on Physical Activity, Mental Health, and Body Composition Among Overweight and Obese College Students in China
Globally, overweight and obesity have become a major health concern and are present at all ages in both developed and developing countries. Sedentary lifestyle habits lead to reduced physical activity, which reduces energy expenditure, and this, combined with excessive energy intake, increases the risk of obesity. Lack of exercise combined with a sedentary lifestyle can exacerbate obesity and chronic disease. Among all obese people, the number of obese college students shows a growing trend. Obesity among college students not only leads to impaired physical health, but may also lead to discrimination, low self-confidence and self-efficacy, and even depression. Although traditional exercise methods can help college students with weight management, many college students do not enjoy these traditional physical activities. Therefore, there is an urgent need for a new form of exercise that is different from traditional exercise to get college students moving. Thus, obtaining the recommended level of physical activity. With the progress of information technology and the popularity of electronic devices, the frequency of college students using computers and mobile phones has increased. Taking advantage of college students' interest in screen games, it is a new way to control sedentary behaviours and obesity by converting static screen usage time into dynamic screen usage time. Active video games (AVGs) are a new type of video games, which require players to complete the game by interacting with the images on the screen through upper limb, lower limb, and whole-body movements. Studies have shown that playing active video games produces more energy expenditure and physical activity than sedentary video games (static games). The variety of research on AVGs is promising, but the population of participants in the studies has been mostly children and adolescents. The college student population, with a high prevalence of overweight and obesity, has a high prevalence of screen time. It is especially important to intervene with overweight and obese college students using AVG to shift their interest from screens to exercise, thereby increasing physical activity intensity. Therefore, this paper will systematically investigate the effects of AVGs on physical activity, mental health, and body composition of overweight and obese college students in China.
Status | Recruiting |
Enrollment | 58 |
Est. completion date | February 15, 2024 |
Est. primary completion date | January 30, 2024 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | All |
Age group | 18 Years to 22 Years |
Eligibility | Inclusion Criteria: - Chinese university students between the ages of 18-22 - Overweight and obese Chinese university students (40=BMI = 25) - No experience playing AVGs before participating in this experiment - Subjects who were considered to be able to exercise healthily according to the Physical Activity Readiness Questionnaire (PAR-Q) - There are no injuries to the ankle or upper or lower extremities that could affect participation in AVG intervention and daily life Exclusion Criteria: - College students majoring in physical education or involved in specialised training - People who are pregnant or on a diet - History of cardiorespiratory or respiratory disease (e.g., asthma) or metabolic disease - Severe muscular or skeletal injuries within the past 3 months - Participants with contraindications to physical activity as determined by the questions on the PAR-Q - Other health problems that would affect the safety of the subject during the experiment. |
Country | Name | City | State |
---|---|---|---|
China | Qufu Normal University | Jining | Shandong |
Lead Sponsor | Collaborator |
---|---|
Universiti Putra Malaysia |
China,
Gao Z, Zeng N, McDonough DJ, Su X. A Systematic Review of Active Video Games on Youth's Body Composition and Physical Activity. Int J Sports Med. 2020 Aug;41(9):561-573. doi: 10.1055/a-1152-4959. Epub 2020 May 6. — View Citation
Howe CA, Barr MW, Winner BC, Kimble JR, White JB. The physical activity energy cost of the latest active video games in young adults. J Phys Act Health. 2015 Feb;12(2):171-7. doi: 10.1123/jpah.2013-0023. Epub 2014 Jun 5. — View Citation
Sousa CV, Hwang J, Cabrera-Perez R, Fernandez A, Misawa A, Newhook K, Lu AS. Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students. J Sport Healt — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Physical activity in overweight and obese university students | Physical activity of overweight and obese college students was measured using a pedometer. The brand and model of the pedometer was the Yamax CW-700, and objective results of physical activity were obtained by measuring the number of steps with the pedometer, with more steps indicating greater physical activity. | pretest, week 6, week 12 | |
Primary | Mental health of overweight and obese college students | Depression, stress, and anxiety were measured using the Depression Anxiety and Stress Scale (DASS). There are a total of 42 questions, with scores ranging from 0 to 42. The higher the score, the greater the psychological problem. Perceived need satisfaction was scored on a revised 8-item statement using a 7-point Likert scale. High scores indicate high satisfaction with perceived needs. Enjoyment was measured using The Physical Activity Enjoyment Scale (PACES). PACES contains 16 statements with a score range of 16-112. Higher scores are more enjoyable. Self-efficiency was measured by the General Self-Efficiency Scale (GSES), which considerations of 10 items on a 4-point Likert scale. The higher the score, the stronger the self-efficiency of the participant. Exercise Motivation Inventory-2 (EMI-2) was used to measure motor motivation. The EMI 2 scale is composed of 51 items and each item is measured utilizing a 6-point Likert scale the higher scores indicate higher exercise motivation. | pretest, week 6, week 12 | |
Primary | Body composition of overweight and obese college students | Weight is measured using a standard kilogram scale and results are given in kilograms (kg), with weight accurate to 0.1kg.
Body Mass Index (BMI) is measured using the formula BMI = weight (kg)/height (m)^2. Weight is expressed in kilograms and height in meters, with BMI being kg/m^2. Height is accurate to 0.1cm and weight is accurate to 0.1kg. Percentage of body fat was measured by a body composition analyzer using bioelectric impedance analysis (BIA), and the results were expressed in % (e.g., males with =25% body fat were considered obese; females with =30% body fat were considered obese). Waist-to-hip ratio was measured using an accurate tape measure, with waist and hip circumferences expressed in centimeters (cm) (e.g., waist-to-hip ratios greater than 0.9 for males and 0.85 for females were considered obese). |
pretest, week 6, week 12 |
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