How Long do Children Play Wii Active Video Games: An Experiment

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Pediatrics Games for Health Wednesday, May 18, 2011 5:306:00 PM Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA) USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine Houston, Texas, 77030, USA www.bcm.edu/cnrc/faculty/?PMID=9519 How Long do Children Play Wii Active Video Games: An Experiment

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How Long do Children Play Wii Active VideoGames: An ExperimentPresented at 2011 Games for Health Conference by Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA) USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine Houston, Texas, 77030, USA

Transcript of How Long do Children Play Wii Active Video Games: An Experiment

Page 1: How Long do Children Play Wii Active Video Games: An Experiment

Pediatrics

Games  for  Health  Wednesday,  May  18,  2011  

5:30-­‐6:00  PM  

Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA)

USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine

Houston, Texas, 77030, USA www.bcm.edu/cnrc/faculty/?PMID=9519

How Long do Children Play Wii Active Video

Games: An Experiment

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Pediatrics

Games  for  Health  Wednesday,  May  18,  2011  

5:30-­‐6:00  PM  

Substantial interest in Exergames - Active Video Games

• Almost more reviews than there are original articles

• Can they increase PA? • Do they increase PA at home under naturalistic

circumstances? For how long? • Do they increase PA in unsafe neighborhoods?

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5:30-­‐6:00  PM  

Can they increase PA? (Exercise Physiology)

• The motivated right person under the right circumstances for a sufficient duration can get: -­‐ A moderate work out:

• DDR • Wii

-­‐ A vigorous work out: • DDR • Wii

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Pediatrics

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Do they increase PA at home under naturalistic circumstances? For how long? • Controversy on this point • Most studies -­‐  Not experimental -­‐  Did not use objective monitors

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Pediatrics

Games  for  Health  Wednesday,  May  18,  2011  

5:30-­‐6:00  PM  

Do they increase PA in unsafe neighborhoods under naturalistic circumstances? (when children are not allowed outside to play)

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Pediatrics

Games  for  Health  Wednesday,  May  18,  2011  

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Hypotheses •  Children receiving their first active Wii games will have more of

an increase in minutes of moderate to vigorous physical activity per day after playing each game and the increase will be cumulative over time (more after one game, and even more after two games)

•  During the time playing the games (active games by the active group, inactive games by the inactive group), the group assigned the active games will get more PA during game play than the group playing inactive games

•  The effects of these games will be moderated by the perceived safety of neighborhood (unsafe neighborhoods getting more PA)

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Research Design

Baseline Assess

Baseline Accel (1 wk)

Randomization Mid Assess

Post Asses

Wk 1 Accel

Wk 6 Accel

TRT2

Wk 7 Accel

Wk 12 Accel

CTL1

Wk 1 Accel

Wk 6 Accel

CTL2

Wk 7 Accel

Wk 12 Accel

TRT1

2 weeks 6 weeks 2 weeks 6 weeks 2 weeks

n=41

m=37

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Sample 1

•  Inclusion Criteria -­‐  9 yo < child < 12 yo -­‐  50th < BMI%tile < 99th -­‐  English speaking -­‐  Parent allowed child to play video games -­‐  Have TV to which to attach Wii

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Sample 2

• Exclusion Criteria -­‐  Medical problems could prevent playing video games -­‐  Hx of epileptic seizures -­‐  Already have a Wii console -­‐  Not wear accelerometer for 5 of 7 days at baseline -­‐  Live < 12 miles of CNRC

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Measures • Child accelerometers -­‐  Device that objectively measure PA

•  Worn 7 days at each of 5 time intervals

• Child received Wii console if provided all measures

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Sample Characteristics Ethnicity  

African  American   46%  

       White   12%  

     Hispanic   4%  

     Other   7%  

     MulGple   31%  

Age  (x  +  sd)  (years)   11.2  +  1.2  

Gender  

     Male   52%  

     Female   48%  

BMI%Gle   77.8%  

-

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Sample Loss

Treatment     Control  

Total  lost  due  to  

End   41   37  

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Frequency Distribution of “Not Safe” Neighborhood

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Mean Levels of In/Activities for trt & ctl

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There was no significant interaction term with perceived neighborhood safety

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Mean, SD and SE on time spent in active and inactive video games for each group separately at each time interval

Ac2ve  Game   Inac2ve  Game  

Group   Week   n   Mean   Std   Mean   Std  

Control   Week  1   37   6.47   24.17   27.21   33.89  

Week  6   37   8.16   24.10   21.23   29.48  

Week  7   37   1.93   8.85   59.73   87.51  

Week  12   37   6.17   18.95   17.38   35.54  

Treatment   Week  1   41   28.14   31.49   3.75   15.57  

Week  6   41   12.03   13.26   5.53   14.92  

Week  7   41   21.10   24.25   4.18   13.42  

Week  12   41   7.86   10.23   2.57   8.42  

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Challenges in Matching Wii Record w/Game Log

Wii   LOG   Matched  Y/N  

Games  we  Offered  #  of  Cases  

Games  we  Did  Not  Offer  

TOTAL  

A   A   Yes   521   98   619  

I   I   560   159   749  

A   I   No   3   1   4  

I   A   42   5   47  

Wii  Only   No   1169   109   1278  

LOG  Only   416   66   482  

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5:30-­‐6:00  PM  

Conclusions • Children obtaining Wii console and two active Wii

video games did not participate in increased PA over those receiving two inactive Wii video games

• Children receiving the active Wii games and living in an unsafe neighborhood did not participate in increased PA over those in safe neighborhoods

• What could be done with active video games to increase the level of PA? And maintain it?

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Strengths of the Study

• Random assignment to condition • Objective measure of PA for multiple days at 5

time intervals • High maintenance rage • High complete data

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Limitations/Weaknesses

• Modest sample • Only in Houston • Some cross-game contamination •  (but naturalistic in circumstances) • Could not link accelerometry data with time of

active game play • Findings do not generalize to other ages • Findings do not generalize to other AVG systems

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Wii

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Collaborators (in alphabetical order)

• Dina Abdelsamad

•  Janice Baranowski, MPH, RD

• Tony Barnett, PhD

• Felica Bradford, BIT

• Ester Cerin, PhD

• Ann Chen, PhD

• Teresia O’Connor, MD, MPH

• Debbe Thompson, PhD

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Dêkuji! (Czeck)

DANKE! (German)

MUITO  OBRIGADO!  (Portuguese)  M  G̀ÒI!  (Chinese,  Cantonese)

ARIGATŌ!  (Japanese)  MERCI BEAUCOUP!(French)

MUCHAS GRACIAS! (Spanish) SERDECZNIE DZIĘKUJĘ!  (Polish)

SHUKRAN! (Arabic, Middle East) TACK SÅMYCKET! (Swedish)    

TAKK! (Norwegian) EFCHARISTO! (GREEK)

Xie Xie! (Chinese, Mandarin)

Dank u wel (Dutch)

Khawp Khun maxh! (Thai) Grazie! (Italian)

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Games  for  Health  Wednesday,  May  18,  2011  

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The effect of group and time on average minutes per day

•  aThere was a significant week effect for sedentary minutes[F=26.31, p<.0001]. The week effect indicates that Week 6 was significantly different from baseline, Week 1, Week 7 and Week 12. Sedentary minutes at Week 6 were higher than at baseline, Week 1, Week 7 and Week 12.

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Pediatrics

Games  for  Health  Wednesday,  May  18,  2011  

5:30-­‐6:00  PM  

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5:30-­‐6:00  PM  

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Pediatrics

Games  for  Health  Wednesday,  May  18,  2011  

5:30-­‐6:00  PM