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Clinical Trial Details — Status: Completed

Administrative data

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

Study information

Verified date August 2019
Source USDA Grand Forks Human Nutrition Research Center
Contact n/a
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

The purpose of this study is to look at the effects of active video game play on youth physical activity.


Description:

Child obesity is increasing worldwide and has major implications for health, both during youth and later in life. Physical activity declines sharply during adolescence, making ages 8-12 a critical period to encourage healthy exercise habits. Increased childhood weight has been linked to sedentary leisure time activities, such as video games. "Active video games" (AVGs) are now being studied as a method to increase children's interest and participation in physical activity. Although research indicates that AVG play may lead to energy expenditure comparable to light/ moderate physical activity, children prefer sedentary video games to AVGs and often find AVGs boring. Children do not play AVGs as often or with the same intensity as traditional games/sports and lose interest in them; efforts must be made to increase the appeal of AVGs so they are competitive with sedentary video games. This study will examine whether children's motivation to engage in AVG play may be increased with greater autonomy, as well as whether increasing children's motivation to play AVGs also increases their motivation to play sedentary video games.


Recruitment information / eligibility

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

Study Design


Related Conditions & MeSH terms


Intervention

Other:
High Autonomy
Children will be given two active video games (AVGs) of their choice. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will be allowed to select their next game.
Low Autonomy
Children will be given their most-liked active video game (AVG) from the baseline relative reinforcing value assessment. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will receive a pre-determined game.

Locations

Country Name City State
United States USDA Grand Forks Human Nutrition Research Center Grand Forks North Dakota

Sponsors (1)

Lead Sponsor Collaborator
USDA Grand Forks Human Nutrition Research Center

Country where clinical trial is conducted

United States, 

Outcome

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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