The Effect of Active Video Gaming on Children’s Physical Activity, Behavior Preferences and Body Composition

in Pediatric Exercise Science

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Lee E.F. GravesLiverpool John Moores University

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Nicola D. RidgersLiverpool John Moores University

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Greg AtkinsonLiverpool John Moores University

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Gareth StrattonLiverpool John Moores University

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Active video game interventions typically provide children a single game that may become unappealing. A peripheral device (jOG) encourages step-powered gaming on multiple games. This trial evaluated the effect of jOG on children’s objectively measured PA, body fat and self-reported behaviors. 42 of 58 eligible children (8–10 y) randomly assigned to an intervention (jOG) or control (CON) completed the trial. Intervention children received two jOG devices for home use. Analyses of covariance compared the intervention effect at 6 and 12 weeks from baseline. No differences were found between groups for counts per minute (CPM; primary outcome) at 6 and 12 weeks (p > .05). Active video gaming increased (adjusted change 0.95 (95% CI 0.25, 1.65) h·d−1, p<.01) and sedentary video gaming decreased (-0.34 (-1.24, 0.56) h·d−1, p > .05) at 6 weeks relative to CON. No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children’s PA and health.

Graves, Ridgers, Atkinson, and Stratton are with the Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, UK.

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