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An active video game intervention does not improve physical activity and sedentary time of children at-risk for
E K Howie1, A C Campbell1, L M Straker1
1School of Physiotherapy and Exercise Science, Curtin University, Perth, WA, Australia.
Insights
Active video games (AVGs) did not improve physical activity or reduce sedentary time in children at risk for developmental coordination disorder (DCD). The home-based intervention showed no significant changes in activity levels during the study period.
Area of Science:
- Pediatric physical therapy
- Behavioral interventions
- Childhood developmental disorders
Background:
- Children with developmental coordination disorder (DCD) exhibit low physical activity and high sedentary behavior.
- Understanding effective interventions for this population is crucial for improving health outcomes.
Purpose of the Study:
- To evaluate the impact of a home-based active video game (AVG) intervention on physical activity and sedentary behavior in children at risk for DCD.
Main Methods:
- A crossover randomized clinical trial involving 21 children at risk for DCD.
- Participants underwent two 16-week periods: a control period and an AVG intervention period.
- Objective physical activity and sedentary time were measured using accelerometers and self-reported diaries.
Main Results:
- No significant differences were found in sedentary time, light, moderate, or vigorous physical activity between the AVG intervention and control periods.
- The intervention resulted in minimal changes: -1.0 min/day sedentary, +2.2 min/day light, -0.7 min/day moderate, and -0.6 min/day vigorous activity.
Conclusions:
- Home-based active video game interventions do not appear to improve objectively measured physical activity or sedentary time in children at risk for DCD.
- Further research may be needed to explore alternative or supplementary interventions for this population.
Background:
Children with developmental coordination disorder (DCD) are highly inactive and sedentary. The purpose of this study was to assess the impact of a home-based active video game intervention on objectively measured physical activity and sedentary behaviour in children at risk for DCD.
Methods:
In a crossover randomized clinical trial, 21 children (mean age 11.0, SD 1.0; n = 11 girls) in Perth, Western Australia participated in two 16-week periods: no active video games (AVGs) control period and AVGs intervention period. Two active input consoles were provided to participants along with a selection of non-violent AVGs for participants to play at home. Participants wore accelerometers at baseline and following each period to determine minutes of sedentary, light, moderate and vigorous times in addition to self-reported types of activities in a diary. Linear mixed models, adjusted for the order of periods, compared physical activity and sedentary time during the last week of each period.
Results:
There were no significant differences between the intervention and control periods in time spent in sedentary (decrease of -1.0 min/day during the intervention period, 95%CI -12.1, 10.1), light (increase of 2.2 min/day, 95%CI -8.8, 13.2), moderate (decrease of 0.7 min/day, 95%CI -4.6, 3.3) or vigorous (decrease of -0.6 min/day, 95%CI -1.6, 0.4).
Conclusions:
Among children at risk for DCD, participating in this AVG intervention did not improve objectively measured physical activity and sedentary time.
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