TY - JOUR
T1 - Video game play, child diet, and physical activity behavior change
T2 - A randomized clinical trial
AU - Baranowski, Tom
AU - Baranowski, Janice
AU - Thompson, Debbe
AU - Buday, Richard
AU - Jago, Russ
AU - Griffith, Melissa Juliano
AU - Islam, Noemi
AU - Nguyen, Nga
AU - Watson, Kathleen B.
N1 - Funding Information:
This research was primarily funded by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases ( 5 U44 DK66724-01 ). This work is also a publication of the U.S. Department of Agriculture (USDA/ARS) Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston TX, and had been funded in part with federal funds from the USDA/ARS under Cooperative Agreement No. 58-6250-6001. The contents of this publication do not necessarily reflect the views or policies of the USDA, nor does mention of trade names, commercial products, or organizations imply endorsement from the U.S. government.
PY - 2011/1
Y1 - 2011/1
N2 - Background: Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. Purpose: Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity. Design: Two-group RCT; assessments occurred at baseline, immediately after Diab, immediately after Nano, and 2 months later. Data were collected in 2008-2009, and analyses were conducted in 2009-2010. Setting/participants: 133 children aged 10-12 years, initially between 50th percentile and 95th percentile BMI. Intervention: Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. Main outcome measures: Servings of fruit, vegetable, and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls; 5 consecutive days of physical activity using accelerometers; and assessment of height, weight, waist circumference, and triceps skinfold. Results: A repeated measures ANCOVA was conducted (analyzed in 2009-2010). Children playing these video games increased fruit and vegetable consumption by about 0.67 servings per day (p<0.018) but not water and moderate-to-vigorous physical activity, or body composition. Conclusions: Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change.
AB - Background: Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. Purpose: Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity. Design: Two-group RCT; assessments occurred at baseline, immediately after Diab, immediately after Nano, and 2 months later. Data were collected in 2008-2009, and analyses were conducted in 2009-2010. Setting/participants: 133 children aged 10-12 years, initially between 50th percentile and 95th percentile BMI. Intervention: Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. Main outcome measures: Servings of fruit, vegetable, and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls; 5 consecutive days of physical activity using accelerometers; and assessment of height, weight, waist circumference, and triceps skinfold. Results: A repeated measures ANCOVA was conducted (analyzed in 2009-2010). Children playing these video games increased fruit and vegetable consumption by about 0.67 servings per day (p<0.018) but not water and moderate-to-vigorous physical activity, or body composition. Conclusions: Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change.
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U2 - 10.1016/j.amepre.2010.09.029
DO - 10.1016/j.amepre.2010.09.029
M3 - Article
C2 - 21146765
AN - SCOPUS:78650143739
SN - 0749-3797
VL - 40
SP - 33
EP - 38
JO - American Journal of Preventive Medicine
JF - American Journal of Preventive Medicine
IS - 1
ER -