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(04-07-11) Effects of active video games on body composition: a randomized controlled trial1,2,3,4,5




1. Ralph Maddison,
2. Louise Foley,
3. Cliona Ni Mhurchu,
4. Yannan Jiang,
5. Andrew Jull,
6. Harry Prapavessis,
7. Maea Hohepa, and
8. Anthony Rodgers
+ Author Affiliations
1. 1From the Clinical Trials Research Unit (RM, LF, CNM, and YJ) and School of Nursing (AJ), University of Auckland, Auckland, New Zealand; the School of Kinesiology, Faculty of Medical and Health Sciences, University of Western Ontario, London, Canada (HP); Sport and Recreation New Zealand, Wellington, New Zealand (MH); and The George Institute for International Health, Sydney, Australia (AR).
+ Author Notes
? ↵2 The trial results were presented at the International Society of Behavioral Nutrition and Physical Activity Annual Meeting in Minneapolis, MN, from 9?12 June 2010.
? ↵3 The funders and Sony Computer Entertainment Europe played no role in the design, conduct, or analysis of the study or in the interpretation and reporting of the study findings. The views and opinions expressed in this article do not necessarily reflect the views or opinions of Sport and Recreation New Zealand (Wellington, New Zealand).
? ↵4 Supported by the Health Research Council of New Zealand (grant 07/077B), a Heart Foundation of New Zealand Fellowship (RM), a Heart Foundation of New Zealand Senior Fellowship (CNM), and a Tertiary Education Commission Bright Futures Doctoral Scholarship (LF). Sony Computer Entertainment Europe provided the gaming software for the study.
? ↵5 Address reprint requests and correspondence to L Foley, Clinical Trials Research Unit, University of Auckland, Private Bag 92019, Auckland 1142, New Zealand. E-mail: [email protected].
Abstract
Background: Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition.
Objective: The aim of this study was to evaluate the effect of active video games over a 6-mo period on weight, body composition, physical activity, and physical fitness.
Design: We conducted a 2-arm, parallel, randomized controlled trial in Auckland, New Zealand. A total of 322 overweight and obese children aged 10?14 y, who were current users of sedentary video games, were randomly assigned at a 1:1 ratio to receive either an active video game upgrade package (intervention, n = 160) or to have no change (control group, n = 162). The primary outcome was the change from baseline in body mass index (BMI; in kg/m2). Secondary outcomes were changes in percentage body fat, physical activity, cardiorespiratory fitness, video game play, and food snacking.
Results: At 24 wk, the treatment effect on BMI (−0.24; 95% CI: −0.44, −0.05; P = 0.02) favored the intervention group. The change (?SE) in BMI from baseline increased in the control group (0.34 ? 0.08) but remained the same in the intervention group (0.09 ? 0.08). There was also evidence of a reduction in body fat in the intervention group (−0.83%; 95% CI: −1.54%, −0.12%; P = 0.02). The change in daily time spent playing active video games at 24 wk increased (10.03 min; 95% CI: 6.26, 13.81 min; P < 0.0001) with the intervention accompanied by a reduction in the change in daily time spent playing nonactive video games (−9.39 min; 95% CI: −19.38, 0.59 min; P = 0.06).
Conclusion: An active video game intervention has a small but definite effect on BMI and body composition in overweight and obese children. This trial was registered in the Australian New Zealand Clinical Trials Registry at http://www.anzctr.org.au/ as ACTRN12607000632493.

Source: Am J Clin Nutr July 2011 vol. 94 no. 1 156-163

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