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The effect of active video games by ethnicity, sex and fitness: subgroup analysis from a randomised controlled trial

Foley, Louise, Jiang, Yannan, Ni Mhurchu, Cliona, Jull, Andrew, Prapavessis, Harry, Rodgers, Anthony and Maddison, Ralph 2014, The effect of active video games by ethnicity, sex and fitness: subgroup analysis from a randomised controlled trial, International journal of behavioral nutrition and physical activity, vol. 11, Article number: 46, pp. 1-6, doi: 10.1186/1479-5868-11-46.

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Title The effect of active video games by ethnicity, sex and fitness: subgroup analysis from a randomised controlled trial
Author(s) Foley, Louise
Jiang, Yannan
Ni Mhurchu, Cliona
Jull, Andrew
Prapavessis, Harry
Rodgers, Anthony
Maddison, RalphORCID iD for Maddison, Ralph orcid.org/0000-0001-8564-5518
Journal name International journal of behavioral nutrition and physical activity
Volume number 11
Season Article number: 46
Start page 1
End page 6
Total pages 6
Publisher BioMed Central
Place of publication London, Eng.
Publication date 2014-04
ISSN 1479-5868
Keyword(s) Adolescent
Body Composition
Body Mass Index
Child
Female
Humans
Male
Motor Activity
Overweight
Pediatric Obesity
Regression Analysis
Sedentary Lifestyle
Sex Factors
Video Games
Summary BACKGROUND: The prevention and treatment of childhood obesity is a key public health challenge. However, certain groups within populations have markedly different risk profiles for obesity and related health behaviours. Well-designed subgroup analysis can identify potential differential effects of obesity interventions, which may be important for reducing health inequalities. The study aim was to evaluate the consistency of the effects of active video games across important subgroups in a randomised controlled trial (RCT).

FINDINGS: A two-arm, parallel RCT was conducted in overweight or obese children (n=322; aged 10-14 years) to determine the effect of active video games on body composition. Statistically significant overall treatment effects favouring the intervention group were found for body mass index, body mass index z-score and percentage body fat at 24 weeks. For these outcomes, pre-specified subgroup analyses were conducted among important baseline demographic (ethnicity, sex) and prognostic (cardiovascular fitness) groups. No statistically significant interaction effects were found between the treatment and subgroup terms in the main regression model (p=0.36 to 0.93), indicating a consistent treatment effect across these groups.

CONCLUSIONS: Preliminary evidence suggests an active video games intervention had a consistent positive effect on body composition among important subgroups. This may support the use of these games as a pragmatic public health intervention to displace sedentary behaviour with physical activity in young people.
Language eng
DOI 10.1186/1479-5868-11-46
Field of Research 110699 Human Movement and Sports Science not elsewhere classified
Socio Economic Objective 920499 Public Health (excl. Specific Population Health) not elsewhere classified
HERDC Research category C1.1 Refereed article in a scholarly journal
ERA Research output type C Journal article
Copyright notice ©2014, The Authors
Free to Read? Yes
Use Rights Creative Commons Attribution licence
Persistent URL http://hdl.handle.net/10536/DRO/DU:30081548

Document type: Journal Article
Collections: School of Exercise and Nutrition Sciences
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Every reasonable effort has been made to ensure that permission has been obtained for items included in DRO. If you believe that your rights have been infringed by this repository, please contact drosupport@deakin.edu.au.