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Self-PerceptionAVGAMENCT03720938

Effects of Active Video Games in Physically Inactive Children

A study testing Active Video Games in people with Self-Perception and Body Weight, run by Abant Izzet Baysal University.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

Inactivity was reported to be high in children and considered to be the fourth common cause of death in all ages. The reason for children is usually the increasing indoor use of sedentary screen time. Read more about this study

Who is it for?
Ages 8 to 13 yearsHealthy volunteers can take part
Conditions the study is for
Self-Perception, Body Weight
What is being tested?
Active Video Games
Could I receive a placebo?
No, everyone receives an active treatment
How many people
106 participants
Where
No sites listed yet
Study dates
Feb 2013to Jan 2020
Phase
Interventional
Are there results?
Yes, posted in the registrySummary in the doctors' view

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 8 to 13 years
  • All sexes
  • Healthy volunteers accepted
  • Child

Who may be able to join

  • Being 8-13 years old
  • Being preoccupied with technology
  • Being physically inactive

Who cannot join

  • Having circulatory, respiratory and musculoskeletal disease
  • Having neuropsychiatric diseases
  • History of syncope or seizures
  • History of exercise induced anaphylaxis
  • Morbid obesity
  • Short stature

About this study

Official title: A Digital Movement in the World of Inactive Children: Outcomes of Playing Active Video Games in a Pilot Randomized Trial

Inactivity was reported to be high in children and considered to be the fourth common cause of death in all ages. The reason for children is usually the increasing indoor use of sedentary screen time. Active Video Games (AVG) have recently been introduced for decreasing the sedentary time for children and directing them to physical activity (PA) at home.The aim of this study is to show the quantitative effect of games on physical fitness parameters like weight, body mass index (BMI) and fat ratio (FR). The study also aims at the factors for motivation or continuance of the games as self-perception and enjoyment levels together with qualitative effects of games on satisfaction and attitude changes in inactive children.

Read the detailed description

Research related a causal association between inactivity, low esteem, and excess weight for children. For this reason, academic performance decreases and obesity associated diseases such as hypertension, diabetes, coronary heart diseases, depression, and cancer might ensue. Children usually do not prefer to perform outdoor PA due to several causes including low sense of self perception.

So far studies have shown an almost equivalent energy spent through AVGs to the physical activity of moderate intensity. Games have been previously demonstrated to prevent excess weight. There were no studies of AVG in children with varying weights, inactivity and technology preoccupation. Similarly, no qualitative research of AVG in children exploring enjoyment levels and attitude changes were encountered.

Thus, the investigators aim to find the quantitative effect of AVG on physical fitness parameters like weight, BMI and FR. Other aims are studying factors for motivation or continuance of the games as well as the feelings and perspectives of the participant children's parents for the games.

Being tested
Active Video Games
Keywords
inactive children, active video games, physical fitness, self-perception, enjoyment, obesity
Medical subject headings
Body Weight, Obesity

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Active Video GamesOther

    Nintendo Wii® AVGs from sports, balance, aerobics, resort and training categories.

Study groups in NCT03720938
Study groupRoleWhat they receive
Control GroupNo interventionPhysically inactive children who did not play AVGs.
Intervention GroupExperimentalPhysically inactive children who played alternately Nintendo Wii® active video games for 50-60 min, 3 days a week, 12 weeks, in laboratory environment.
Receives: Other: Active Video Games

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Weight in Kilograms

    Weight measured to the nearest 0.01 kg by Seca 767 scale. The first before the games, the second after the games.

    Measured: Baseline, 12 weeks

  2. Weight z Score

    Weight measured to the nearest 0.01 kg by Seca 767 scale. Z scores were calculated using national data for Turkish children. The first before the games, the second after the games. Positive z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.

    Measured: Baseline, 12 weeks

  3. BMI Calculated as "Weight (kg) / Height (m^2)"

    Body Mass Index calculation of both groups before the games and after the games.

    Measured: Baseline, 12 weeks

  4. BMI z Score

    Weight and height were measured to the nearest 0.01 kg (Seca 767) and 0.1 cm (Seca 220). BMI Z-scores were calculated using national data for Turkish children derived from values obtained from calculations with Quetelet index. The first before the games, the second after the games. Positive BMI z-scores indicates the number of standard deviations of the child above the mean of the population of the same age, whereas negative z-scores indicates the number of standard deviations of the child below the mean of the population of the same age.

    Measured: Baseline, 12 weeks

  5. Body Fat Percentage as Determined by Siri Formula From Skinfold Thicknesses

    The biceps, triceps, suprailiac and subscapular regions skinfold thicknesses were measured by Holtain caliper at the beginning of and after the games. Durnin-Womersley formula was used to calculate body densities. Then fat ratio of whole body was derived from the Siri equation by integrating body densities obtained by Durnin-Womersley formula.

    Measured: Baseline, 12 weeks

Secondary outcomes (15)
  1. Visual Reaction Times of Dominant Hand by Newtest 1000 Timer

    Determination of visual reaction times after games in intervention groups, and control groups. First before the games, second after the games.

    Measured: Baseline, 12 weeks

  2. Visual Reaction Times of Non-dominant Hand by Newtest 1000 Timer

    Measured: Baseline, 12 weeks

  3. Auditory Reaction Time of Dominant Hand by Newtest 1000 Timer

    Measured: Baseline, 12 weeks

  4. Auditory Reaction Time of Non-dominant Hand by Newtest 1000 Timer

    Measured: Baseline, 12 weeks

  5. Self-Perception of Sports Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

    The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about sports competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

    Measured: Baseline, 12 weeks

  6. Self-perception of Physical Condition Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

    The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about physical condition competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

    Measured: Baseline, 12 weeks

  7. Self-perception of Strength Competence Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

    The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about strength competence subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

    Measured: Baseline, 12 weeks

  8. Self-perception of Body Attractiveness Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

    The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about body attractiveness subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

    Measured: Baseline, 12 weeks

  9. Self-perception of Global Physical Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

    The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about physical self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

    Measured: Baseline, 12 weeks

  10. Self-perception of Global Self-worth Assessed by Children and Youth Physical Self-perception Profile (CY-PSPP)

    The scale "Children and Youth Physical Self Perception Profile (CY-PSPP)" assessed the children's self-percetion about global self-worth subscale in both groups at the beginning and at the end of protocol. The subscale was assessed by 6 questions with four ordinal levels (1-4) of response. Minimum and maximum total scores change between 6 to 24 for the subscale. Higher scores mean a better score.

    Measured: Baseline, 12 weeks

  11. Enjoyment Levels of Genders From Sports Category in the Game Group by Physical Activity Enjoyment Scale (PACES-SF)

    For Sports category, there were 5 games of boxing, tennis, golf, baseball, and bowling. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category.

    Min-Max Sports Category scores were 11-25 for females and 17.8-26.2 for males.

    Measured: After every game during 12 weeks

  12. Enjoyment Levels of Genders From Resort Category in the Game Group by Physical Activity

    For Resort category, there were 8 games of jet-skiing, water skiing, table tennis, basketball, swordplay, archery, canoeing and frisbee. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category.

    Min-Max Resort Category scores were 23.2-37 for females and 25.8-37.8 for males.

    Measured: After every game during 12 weeks

  13. Enjoyment Levels by Physical Activity of Genders From Balance Category in the Game Group

    For Balance category, there were 5 games of ski slalom, heading ball, balance bubble, ski jumping and penguin playing. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category.

    Min-Max Balance Category scores were 14.4-23.2 for females and 15-26.6 for males.

    Measured: After every game during 12 weeks

  14. Enjoyment Levels by Physical Activity of Genders From Aerobic Category in the Game Group

    For Aerobics category, there were 5 games of rhytmic boxing, hula-hoop, cycling, step, and run. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category.

    Min-Max Aerobics Category scores were 17.8-24 for females and 14.4-26.4 for males.

    Measured: After every game during 12 weeks

  15. Enjoyment Levels by Physical Activity of Genders From Training Category in the Game Group

    For Training category, there were 9 games of rhythm kung fu, snowball, turning ball, Segway circuit, perfect 10, skateboard, major, obstacle course and bicycle. Thus, each child was evaluated after every single game by five bipolar scale questions. Questions 1 and 4 were starting from positive to negative answers (left to right) and therefore scored as 7-1. Scale scores were determined by calculating the mean. All scale scores were summed to calculate the Category score. The higher the score, the better the enjoyment in this category.

    Min-Max Training Category scores were 31.6-41.8 for females and 29.2-45.2 for males.

    Measured: After every game during 12 weeks

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted26 Oct 2018
  2. Study startFeb 2013
  3. Primary completionMay 2013
  4. Study completionJan 2020

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
106 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT03720938
Sponsor's protocol ID
2012.16.02.545
Acronym
AVGAME
Status last verified
Apr 2020
First submitted
22 Oct 2018
Last updated
29 Apr 2020
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • Kohl HW 3rd, Craig CL, Lambert EV, Inoue S, Alkandari JR, Leetongin G, Kahlmeier S; Lancet Physical Activity Series Working Group. The pandemic of physical inactivity: global action for public health. Lancet. 2012 Jul 21;380(9838):294-305. doi: 10.1016/S0140-6736(12)60898-8.

    PubMed 22818941
  • Booth FW, Roberts CK, Laye MJ. Lack of exercise is a major cause of chronic diseases. Compr Physiol. 2012 Apr;2(2):1143-211. doi: 10.1002/cphy.c110025.

    PubMed 23798298
  • Maddison R, Foley L, Mhurchu CN, Jull A, Jiang Y, Prapavessis H, Rodgers A, Vander Hoorn S, Hohepa M, Schaaf D. Feasibility, design and conduct of a pragmatic randomized controlled trial to reduce overweight and obesity in children: The electronic games to aid motivation to exercise (eGAME) study. BMC Public Health. 2009 May 19;9:146. doi: 10.1186/1471-2458-9-146.

    PubMed 19450288
  • Martins C, Morgan L, Truby H. A review of the effects of exercise on appetite regulation: an obesity perspective. Int J Obes (Lond). 2008 Sep;32(9):1337-47. doi: 10.1038/ijo.2008.98. Epub 2008 Jul 8.

    PubMed 18607378
  • Coknaz D, Mirzeoglu AD, Atasoy HI, Alkoy S, Coknaz H, Goral K. A digital movement in the world of inactive children: favourable outcomes of playing active video games in a pilot randomized trial. Eur J Pediatr. 2019 Oct;178(10):1567-1576. doi: 10.1007/s00431-019-03457-x. Epub 2019 Aug 30.

    PubMed 31471690

Questions about this trial

What is this clinical trial studying?

A study testing Active Video Games in people with Self-Perception and Body Weight, run by Abant Izzet Baysal University.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 3 inclusion and 6 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 29 Apr 2020. Status can change between updates, so confirm with the study contact before making plans.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Yes. Results are posted in the registry (first posted 29 Apr 2020). A summary is in the For doctors view, and the full results are on ClinicalTrials.gov.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Weight in Kilograms (time frame: Baseline, 12 weeks). The study lists 5 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT03720938, which also lists 5 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 29 Apr 2020.

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