Active Video Games and Sustainable Physical Activity
活跃的视频游戏和可持续的体育活动
基本信息
- 批准号:7701168
- 负责人:
- 金额:$ 18.08万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2009
- 资助国家:美国
- 起止时间:2009-09-01 至 2011-08-31
- 项目状态:已结题
- 来源:
- 关键词:12 year old18 year oldAdultAffectAmericanApplications GrantsBehaviorBehavioralCardiovascular DiseasesCaregiversCharacteristicsChildChildhoodCompetenceComputer softwareDancingDataData AnalysesDevicesDietEffectivenessEnergy MetabolismEnvironmentEpidemicEquilibriumEquipmentExerciseFamilyFutureGenerationsGuidelinesHealthHome environmentIncidenceInterventionInterviewInvestigationLifeLinkMeasurementMeasuresMorbidity - disease rateMotivationMovementNeighborhoodsNon-Insulin-Dependent Diabetes MellitusObesityOverweightParentsParticipantPatient Self-ReportPeripheralPhysical activityPlayPopulationPrevalencePreventionPrevention programPublic HealthQuestionnaire DesignsRandomizedRandomized Controlled TrialsRecruitment ActivityResearchRiskSalesSchool-Age PopulationSchoolsSelf DeterminationSourceStructureTechnologyTestingTimeVideo GamesYouthbasecombatdesigneffective therapyexperiencegirlshedonicinterestmeetingsneighborhood safetyobesity in childrenpreferencepublic health relevanceresponsesedentaryskillstheories
项目摘要
DESCRIPTION (provided by applicant): The prevalence of childhood overweight and obesity is high and has negative health implications during childhood and adulthood. Prevention and effective treatment are important to reduce risks of adult obesity, type 2 diabetes and cardiovascular disease. Physical activity (PA) can influence the incidence of overweight, obesity and co-morbidities in children. There is a need to increase PA in children before the period of decline of PA seen in older youth. Video game play is established in the daily life of children and is therefore a potential channel for introducing healthy behaviors, but is also a source of inactivity. Active video games can increase energy expenditure to intensities that meet PA guidelines for children, but there is insufficient evidence regarding their ability to positively affect PA time, or maintain active game play over longer periods. Active video games could attract players and sustain their involvement. Population participation levels in PA are low, indicating that PA has not proven to be an intrinsically motivating activity for the majority of the population. Active video games were designed to be enjoyable, but their hedonic value does not rely on the activity component. The enjoyment of active video games may contribute to increasing PA levels in children, especially in neighborhoods considered unsafe, where the children are not allowed outside. The present study aims to investigate (1) the temporal trajectory from point of accession of active and inactive video game play in the home environment, (2) the effect of active video game play on overall PA and BMI, (3) effects of motivational variables, perceived neighborhood safety, media parenting practices and the home media environment on game play, and (4) what video game characteristics encourage sustainability of play. Eighty children and their primary caregivers will participate in an 18-week randomized control trial (active or inactive video game) stratified by parent perceived safe or unsafe neighborhood. Participating families will be given a video game console and two active or inactive video games: one at the beginning of the first 6-week period and another at the beginning of the second 6-week period. PA levels of participating children will be measured using accelerometry the week prior to the introduction of the video game and on weeks 1, 6, 7, 12, 13 and 18. They will keep a log of video game play on weeks 1, 6, 7 and 12. Objective video game play time will be transcribed at the end of weeks 6, 12 and 18 from information stored in the console. A questionnaire designed to examine the motivation to play a video game (end of weeks 6 and 12) and brief qualitative interviews on the children's experiences with the games (end of weeks 6, 12 and 18) will be administered. The project team combines expertise in video game play, behavioral change in children, measurement of PA, qualitative interviews and data analysis. PUBLIC HEALTH RELEVANCE: Sustainable physical activity is a key component of prevention programs to combat the epidemic of obesity in children. Video games are a highly popular activity. This project will examine the sustainability of active video game play in the home environment and motivation of children to play these games.
描述(由申请人提供):儿童期超重和肥胖症的患病率很高,在儿童和成年期间对健康产生负面影响。预防和有效治疗对于降低成人肥胖,2型糖尿病和心血管疾病的风险很重要。身体活动(PA)会影响儿童超重,肥胖和合并症的发生率。在年长的青年中,PA下降时期,需要增加儿童的PA。视频游戏是在儿童的日常生活中建立的,因此是引入健康行为的潜在渠道,但也是不活动的来源。积极的视频游戏可以将能源消耗增加到符合儿童PA指南的强度,但是没有足够的证据证明他们积极影响PA时间或保持长时间的活跃游戏。活跃的视频游戏可以吸引玩家并维持他们的参与。 PA中的人口参与水平较低,这表明PA并未被证明是大多数人群的本质上激励活动。活跃的视频游戏旨在令人愉悦,但是他们的享乐值不依赖于活动组成部分。享受活跃的视频游戏可能会导致儿童的PA水平提高,尤其是在被认为不安全的社区中,在外面不允许儿童。本研究旨在调查(1)在家庭环境中积极和不活动视频游戏游戏的范围的时间轨迹,(2)主动视频游戏对整体PA和BMI的影响,(3)动机变量,感知到的社区安全,媒体育儿习惯以及游戏对游戏的媒体育儿习惯以及游戏游戏的影响,以及(4)哪个视频游戏的特征。 80名儿童及其主要护理人员将参加由父母认为的安全或不安全的社区分层的18周随机控制试验(主动或不活动的视频游戏)。参加会议的家庭将获得一个视频游戏机和两个主动或不活动的视频游戏:一个在第一个6周的开始时,另一个在第二六周开始时。参与儿童的PA水平将在引入视频游戏之前的一周以及在第1、6、7、12、13和18周之前使用加速度计测量。他们将在第1、6、6、7和12周的第1、6、7和12周保持视频游戏的日志。客观的视频游戏时间将在第6、12和18周的末期转录,该信息存储在Console中。一份旨在检查玩视频游戏的动机(第6周和第12周)的调查表将进行简短的定性访谈(第6、12和18周末)。项目团队结合了视频游戏游戏,儿童行为改变,PA的测量,定性访谈和数据分析的专业知识。公共卫生相关性:可持续体育锻炼是预防计划的关键组成部分,以打击儿童肥胖症的流行。视频游戏是一项非常受欢迎的活动。该项目将研究主动视频游戏在家庭环境中的可持续性以及儿童玩这些游戏的动力。
项目成果
期刊论文数量(0)
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科研奖励数量(0)
会议论文数量(0)
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Tom Baranowski其他文献
Tom Baranowski的其他文献
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