Choice of interactive dance and bicycle games in overweight and nonoverweight youth
Выбор интерактивных танцевальных и велосипедных игр детьми с избыточной массой тела и детьми без избыточной массы тела
2007-06-01
SCID: 54.1/gzem3ady
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interactive bicycle gameinteractive dance gameinteractive video gamesoverweight youthreinforcing value
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Abstract (AI)
BACKGROUND: Interactive video games are a popular alternative to physical activity in youth. One advancement in computer games are interactive games that use physical activity as a game playing controller, combining exercise and entertainment, or exertainment. PURPOSE: This study tested the reinforcing value and activity levels of interactive dance and bicycle race games in 18 overweight and 17 nonoverweight 8- to 12-year-old youth. METHODS: Reinforcing value was studied using a behavioral choice paradigm that provided children the opportunity to respond on progressive ratio schedules of reinforcement for a choice of either playing the video dance or bicycle game using a handheld video game controller or one of three options: dancing or bicycling alone, dancing or bicycling while watching a video, or playing the interactive dance or bicycle game. Reinforcing value was defined in relationship to the amount of responding children engaged in for either choice. RESULTS: Results showed the interactive dance game was more reinforcing than dancing alone or dancing while watching the video (p = .003), but there was no difference across bicycling conditions. Nonoverweight youth were more active when given the opportunity to play the interactive dance game than overweight children (p = .05). CONCLUSIONS: These results suggest that children may be motivated to be active when given the opportunity to play an interactive dance game.
Key Findings
1
Interactive dance games may motivate children to engage in physical activity by combining exercise with entertainment.
2
No differences in reinforcing value were found among the bicycle-game, bicycling-alone, or bicycling-with-video conditions.
3
Nonoverweight youth were more active than overweight youth when given access to the interactive dance game (p = .05).
4
The interactive dance game was more reinforcing than dancing alone or dancing while watching a video (p = .003).
5
The study evaluated the reinforcing value and activity levels of interactive dance and bicycle games in 35 children aged 8–12 years.
Research Object
Interactive dance and bicycle video games used by overweight and nonoverweight 8- to 12-year-old youth
Research Subject
The reinforcing value and physical activity levels associated with choosing and playing the interactive games versus dancing or bicycling alone or while watching a video
Publication Details
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2007-06-01
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