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ID
Source
Brief title
Health condition
overweight, obesity, sedentary behavior, inactivity, gaming
overgewicht, obesitas, sedentair gedrag, inactiviteit, gamen
Sponsors and support
Material support: Sony (SCEE)
Intervention
Outcome measures
Primary outcome
1. Indicators of weight status (i.e., BMI, skinfold thickness, hip- and waist circumference);
2. Behavioral outcomes (i.e., physical activity and sedentary behavior).
Secondary outcome
1. Gaming behavior (i.e., frequency and time spent in playing sedentary and active games);
2. Dietary behaviors (i.e., snacking and soft drink consumption).
Background summary
Reducing time spent in sedentary behavior and increasing physical activity has been identified as an important target for the
prevention of overweight and obesity. Novel video games that require physical activity and whole body movements (e.g.
dancing, boxing, playing tennis) may be a promising method for the reduction of time spent in sedentary acts. In this project,
the overall aim is to examine whether activity-promoting video games can help to reduce sedentary behavior and increase
physical activity in order to prevent excess weight gain in a family setting. In a randomized controlled trial (RCT) the effects of providing families with an activity-promoting video game on sedentary time, physical activity, energy intake and weight-related measures will be evaluated.
Throughout the project, both potential positive and negative (side) effects of activity-promoting video games will be explored. Families with adolescents aged 12-16, in which traditional non-active games are played, but who currently do not have access to a PlayStation Move are eligible. Only families living in the Netherlands will be recruited.
Study objective
It is expected that providing active games to a family will have merits in reducing sedentary behavior and substituting sedentary time with physical activity in order to prevent excess weight gain in a family setting.
Study design
Measurements will take place at baseline, after one month, after 4 months and after 10 months.
Intervention
The intervention group will receive a PlayStationMove upgrade package including six video games. With this package they will be able to play active games. The intervention group will be instructed to play the Move games as often as they want and to replace at least one hour of sedentary gaming with active gaming.
The control group will go on as usual and will receive the Playstation Move upgrade package after the research period of 10 months.
Inclusion criteria
1. Families with adolescents aged 12-16 years old;
2. The main participant (adolescent aged 12-16) lives at least 4 days a week in the participating family;
3. The main participant plays non-active games for at least two hours per week;
4. The main participant is physically capable to play active games;
5. The family owns a PlayStation3.
Other participants:
1. One or both parents/caregivers will also be included in the study;
2. Brothers and sisters aged 8-18 years old can also participate.
Exclusion criteria
1. Families who already own a PlayStationMove package;
2. Adolescents who play active games once a week or more often.
Design
Recruitment
Followed up by the following (possibly more current) registration
Other (possibly less up-to-date) registrations in this register
No registrations found.
In other registers
Register | ID |
---|---|
NTR-new | NL3080 |
NTR-old | NTR3228 |
CCMO | NL26745.029.09 |
ISRCTN | ISRCTN wordt niet meer aangevraagd. |
OMON | NL-OMON37314 |