Sedentary Lifestyle Clinical Trial
Official title:
Health Games Research: Advancing Effectiveness of Interactive Games for Health
This is a RWJF funded study that will apply behavioral choice theory and learning theory principles to 'map' exergames to determine how behavior change principles influence sustained use of health games by adolescents.
Status | Completed |
Enrollment | 63 |
Est. completion date | September 2010 |
Est. primary completion date | September 2010 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | Both |
Age group | 11 Years to 15 Years |
Eligibility |
Inclusion Criteria: - Are 11 - 15 years - Provide assent and have a legal guardian that will participate and provide parental permission/consent - Have a functioning telephone and at least one functioning television Exclusion Criteria: - Own another exergame in their home (such as a Wii or Dance Dance Revolution game) |
Allocation: Randomized, Endpoint Classification: Efficacy Study, Intervention Model: Parallel Assignment, Masking: Open Label, Primary Purpose: Prevention
Country | Name | City | State |
---|---|---|---|
United States | UCSD, Atkinson Hall, 3rd Floor | La Jolla | California |
Lead Sponsor | Collaborator |
---|---|
University of California, San Diego |
United States,
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Exergame Sustainability as a Measure of Game Play Over a 4-week Period | The amount of game play over a 4-week period was assessed by a self-report paper game play log on which to record the date, start and end time of game play. Participants also indicated the game mode (e.g. challenge games, tournament) and who, if anyone, they played the game with. | 4 weeks | No |
Secondary | Moderate and Vigorous Physical Activity | Physical activity was measured by accelerometer before the participant received the XaviX game, during the first week of having the XaviX game in the home, and during the final week that the XaviX game was in the home. | 4 weeks | No |
Secondary | Self-Report of Sedentary Behavior on non-school days | Self-reported sedentary time on a typical non-school day was assessed with a previously developed measure survey adapted from Robinson (1999). Participants were asked how much time they spent doing the following sedentary behaviors: (a) watching TV (including videos on VCR/DVD); (b) playing computer or video games (like Nintendo or Sega); (c) using the internet, emailing or other electronic media for leisure; (d) doing homework; (e) reading a book or magazine (not for school); (f) riding in a car, bus, etc. | 4 weeks | No |
Secondary | Attitudes about Exergames | Self-report of attitudes about exergames and the XaviX system were assessed through a 12-item scale on feelings about exergames, a price point question for the XaviX system and XaviX game cartridges, a survey on participants' experience with the XaviX system and game and why they would play XaviX in the future. | 4 weeks | No |
Secondary | Motivation to Play Exergames | A Motivation for Exergame Play Inventory was developed to assess motivation for exergame play. | 4 weeks | No |
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