Effects of Active Video Games on Children's Psychosocial Beliefs and School Day Energy Expenditure

被引:15
|
作者
Gao, Zan [1 ,2 ]
Pope, Zachary C. [3 ]
Lee, Jung Eun [4 ]
Quan, Minghui [1 ]
机构
[1] Shanghai Univ Sport, Sch Kinesiol, Dept Sport Rehabil, Shanghai 200438, Peoples R China
[2] Univ Minnesota Twin Cities, Sch Kinesiol, Minneapolis, MN 55455 USA
[3] Univ Minnesota Twin Cities, Sch Publ Hlth, Minneapolis, MN 55455 USA
[4] Univ Minnesota, Dept Appl Human Sci, Duluth, MN 55812 USA
关键词
active video games; outcome expectancy; pediatric obesity; self-efficacy; social support; VIGOROUS PHYSICAL-ACTIVITY; SEDENTARY BEHAVIOR; SITUATIONAL MOTIVATION; INTERACTIVE DANCE; RISK-FACTORS; HEALTH; INTERVENTION; PREVALENCE; OVERWEIGHT; OBESITY;
D O I
10.3390/jcm8091268
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Purpose: Examine the effects of active video games (AVGs) on children's school-day energy expenditure (EE) and physical activity (PA)-related self-efficacy, social support, and outcome expectancy over 9 months. Method: Participants were 81 fourth grade students ((X) over bar (age) = 9.23 years, SD = 0.62; 39 girls) from two urban Minnesota elementary schools. A once-weekly 50 min AVG intervention was implemented in the intervention school for 9 months in 2014-2015 while the control school continued regular recess. Children's school-day EE (daily caloric expenditure) and mean daily metabolic equivalent (MET) values were estimated via accelerometry whereas self-efficacy, social support, and outcome expectancy were assessed with psychometrically-validated questionnaires. All measures were completed at baseline and at the 4th and 9th months. Results: We observed significant interaction effects for daily caloric expenditure, F(1, 58) = 15.8, p < 0.01, mean daily MET values, F(1, 58) = 11.3, p < 0.01, and outcome expectancy, F(1, 58) = 4.5, p < 0.05. Specifically, intervention children had greater increases in daily caloric expenditure (91 kilocalorie/day post-intervention group difference), with control children decreasing daily caloric expenditure over time. We observed identical trends for mean daily MET values (0.35 METs/day post-intervention group difference). Interestingly, we observed outcome expectancy to increase in the control children, but decrease among intervention children, at post-intervention (1.35 group difference). Finally, we observed a marginally significant interaction effect for social support, F(1, 58) = 3.104, p = 0.08, with an increase and decrease seen in the intervention and control children, respectively. We observed no interaction or main effects for self-efficacy. Discussion: Observations suggested an AVG intervention contributed to longitudinal increases in school-day EE and social support compared to the control condition. Future research should examine how self-efficacy and outcome expectancy might be promoted during school-based AVG interventions.
引用
下载
收藏
页数:11
相关论文
共 50 条
  • [1] Playing Active Video Games Increases Energy Expenditure in Children
    Graf, Diana L.
    Pratt, Lauren V.
    Hester, Casey N.
    Short, Kevin R.
    PEDIATRICS, 2009, 124 (02) : 534 - 540
  • [2] Energy Expenditure and Intensity of Active Video Games in Children and Adolescents
    Canabrava, Karina L. R.
    Faria, Fernanda R.
    de Lima, Jorge R. P.
    Guedes, Dartagnan P.
    Amorim, Paulo R. S.
    RESEARCH QUARTERLY FOR EXERCISE AND SPORT, 2018, 89 (01) : 47 - 56
  • [3] School Day Energy Expenditure in Elementary School Children
    Huddleston, Holly R.
    Barry, Vaughn
    Caputo, Jennifer L.
    JOURNAL OF PHYSICAL ACTIVITY & HEALTH, 2016, 13 (09): : 1010 - 1012
  • [4] Effects of Active Video Games on Energy Expenditure in Adults: A Systematic Literature Review
    Dutta, Nirjhar
    Pereira, Mark A.
    JOURNAL OF PHYSICAL ACTIVITY & HEALTH, 2015, 12 (06): : 890 - 899
  • [5] Active Video Games Promote an Increase in Energy Expenditure in Children Similar to Standard Exercise
    Short, Kevin R.
    Hester, Casey N.
    Pratt, Lauren V.
    Graf, Diana L.
    DIABETES, 2009, 58 : A633 - A633
  • [6] Assessment of Active Video Games' Energy Expenditure in Children with Overweight and Obesity and Differences by Gender
    Comeras-Chueca, Cristina
    Villalba-Heredia, Lorena
    Perez-Llera, Marcos
    Lozano-Berges, Gabriel
    Marin-Puyalto, Jorge
    Vicente-Rodriguez, German
    Matute-Llorente, Angel
    Casajus, Jose A.
    Gonzalez-Aguero, Alejandro
    INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2020, 17 (18) : 1 - 17
  • [7] The Effects Of Active Video Games And SPARK PE On Children's In-school Physical Activity
    Chen, Han
    Sun, Haichun
    Liu, Jiling
    Zhang, Peng
    MEDICINE AND SCIENCE IN SPORTS AND EXERCISE, 2019, 51 (06): : 513 - 513
  • [8] Energy Expenditure While Playing Active and Inactive Video Games
    Leatherdale, Scott T.
    Woodruff, Sarah J.
    Manske, Stephen R.
    AMERICAN JOURNAL OF HEALTH BEHAVIOR, 2010, 34 (01): : 31 - 35
  • [9] Energy Expenditure of Three Public and Three Home-based Active Video Games in Children
    Simons, Monique
    de Vries, Sanne I.
    Jongert, Tinus
    Verheijden, Marieke W.
    COMPUTERS IN ENTERTAINMENT, 2013, 11 (01)
  • [10] Activity and Energy Expenditure in Older People Playing Active Video Games
    Taylor, Lynne M.
    Maddison, Ralph
    Pfaeffli, Leila A.
    Rawstorn, Jonathan C.
    Gant, Nicholas
    Kerse, Ngaire M.
    ARCHIVES OF PHYSICAL MEDICINE AND REHABILITATION, 2012, 93 (12): : 2281 - 2286