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document
Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents . OBJECTIVE The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics , sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight . METHODS We assigned 270 gaming ( i.e . ≥ 2 hours/week non-active video game time ) adolescents randomly to an intervention group ( n = 140 ) ( receiving active video games and encouragement to play ) or a waiting-list control group ( n = 130 ) . BMI-SDS ( SDS = adjusted for mean standard deviation score ) , waist circumference-SDS , hip circumference and sum of skinfolds were measured at baseline , at four and ten months follow-up ( primary outcomes ) . Sedentary screen time , physical activity , consumption of sugar-sweetened beverages and snacks , and process measures ( not at baseline ) were assessed with self-reports at baseline , one , four and ten months follow-up . Multi-level-intention to treat-regression analyses were conducted . RESULTS The control group decreased significantly more than the intervention group on BMI-SDS ( β = 0.074 , 95 % CI : 0.008 ; 0.14 ) , and sum of skinfolds ( β = 3.22 , 95 % CI : 0.27 ; 6.17 ) ( overall effects ) . The intervention group had a significantly higher decrease in self-reported non-active video game time ( β = -1.76 , 95 % CI : -3.20 ; -0.32 ) and total sedentary screen time ( Exp ( β = 0.81 , 95 % CI : 0.74 ; 0.88 ) than the control group ( overall effects ) . The process evaluation showed that 14 % of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period . CONCLUSIONS The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive ' non-active video gamers ( mean ~ 14 hours/week ) who primarily were of healthy weight compared to a control group throughout a ten-month-period . Even some effects in the unexpected direction were found , with the control group showing lower BMI-SDS and skin folds than the intervention group . The intervention did result in less self-reported sedentary screen time , although these results are likely biased by social desirability . TRIAL REGISTRATION Dutch Trial Register NTR3228 .
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Intervention_Educational
Replacing Non-Active Video Gaming by Active Video Gaming
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Intervention_Educational
active video game promotion intervention
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Intervention_Educational
non-active video gaming
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Outcome_Other
130
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Outcome_Physical
BMI-SDS
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Outcome_Physical
BMI-SDS
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Outcome_Other
and sum of skinfolds
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Outcome_Other
decrease in self-reported non-active video game time
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Outcome_Physical
-3.20 ; -0.32 ) and total sedentary screen
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Participant_Condition
Excessive Weight Gain
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Participant_Age
Adolescents .
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Participant_Age
adolescents
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Participant_Sample-size
270
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Participant_Age
adolescents
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Participant_Sample-size
n = 140
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Participant_Sample-size
130
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Participant_Age
showed that 14 % of the adolescents