You Fu 1, , Ryan D. Burns 2*, Emma Gomes 1, Ya-Wen Hsu 1, Zan Gao 3
- 1 1School of Community Health Sciences, University of Nevada, Reno, Reno, Nevada, United States
- 2 Department of Health, Kinesiology, and Recreation, University of Utah, Salt Lake City, Utah, United States
- 3 School of Kinesiology, University of Minnesota, Minneapolis, Minnesota, United States
- * Corresponding author: This email address is being protected from spambots. You need JavaScript enabled to view it.
Abstract
Differences between interactive active video games (AVGs) and non-interactive AVGs on sedentary behavior, light physical activity, and moderate-to-vigorous physical activity has never been compared. Therefore, the purpose of this study to compare differences between two AVGs modalities on sedentary behavior, light physical activity, and moderate-to-vigorous physical activity implemented within an academic classroom setting in children. Participants were 44 children (20 girls; mean age = 7.68 ± 1.49 years) from two elementary schools. Over 3 weeks, children in the non-interactive AVGs group completed three 10-minute classroom-based AVGs sessions daily (Monday-Friday). Children in the interactive video gaming group spent an identical amount of time daily in classroom-based AVGs. Participants’ school day sedentary behavior and physical activity were assessed across 3 weeks using accelerometers. Linear mixed effects models were employed to compare differences between AVGs modalities across 3 weeks on sedentary behavior and physical activity controlling for the potential confounding of age and sex. Children participating in the interactive video gaming had a 14.4% greater increase in sedentary behavior, a 2.4% greater increase in light physical activity, and a 7.4% greater decrease in moderate-to-vigorous physical activity from Week 1 to Week 3 relative to non-interactive AVGs (p < 0.001). After adjusting for age and sex, across all time-points, children who participated in interactive gaming had lower sedentary behavior (mean difference = -45.8%, p < 0.001), lower light physical activity (mean difference = -5.1%, p = 0.034), and higher moderate-to-vigorous physical activity (mean difference = 24.7%, p < 0.001) compared to children participating in non-interactive AVGs. Although children participating in the 3-week interactive video gaming had lower sedentary behavior, lower light physical activity, and higher moderate-to-vigorous physical activity compared to non-interactive gaming, the magnitude of the differences were not sustained across the intervention.
Keywords: Exergaming; schoolchildren; physical activity; sedentary behavior
Category: Fitness, Health, and Nutrition .
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