The Effect of Variety on Physical Activity
Increasing physical activity continues to be a challenge among many individuals, particularly those who are overweight. Recent data from the National Health and Nutrition Examination Survey (NHANES) showed that individuals who reported engaging in a variety of activities were more likely to meet national physical activity recommendations compared to those who reported no variety. Incorporating a variety of activities into a physical activity program may be a way to increase physical increase physical activity levels.
One method to increase variety in physical activities is to use active videogames. Videogames that use motion sensors allow a gamer to physically perform a variety of activities. Thus, the purpose ot this laboratory-based investigation is to conduct a study to examine the effect of engaging in a greater variety of active videogames on energy expenditure in 30 non-obese, regularly active adults.
|Study Design:||Intervention Model: Crossover Assignment
Masking: Open Label
|Official Title:||The Effect of Variety on Physical Activity|
- Energy expenditure in a laboratory session when active videogames are played [ Time Frame: End of each session ] [ Designated as safety issue: No ]
|Study Start Date:||September 2011|
|Estimated Primary Completion Date:||December 2013 (Final data collection date for primary outcome measure)|
|Experimental: Energy Expenditure||
Behavioral: Variety of Active Videogames
Thirty men and women, aged 18- to 35- years, recruited from the local area, with a normal body mass index (BMI) between 18.5 and 29.9 kg/m, will participate in two experimental sessions, VARIETY and NON-VARIETY, with order of experimental sessions counterbalanced across participants.
Thirty men and women, aged 18- to 35- years, recruited from the local area, with a normal body mass index (BMI) between 18.5 and 29.9 kg/m, will participate in two experimental sessions, VARIETY and NON-VARIETY, with order of experimental sessions counterbalanced across participants. Participants will be assessed on liking of the active videogames, energy, tiredness, motivation, to succeed, interest in the games, and energy expenditure during the experimental sessions.
Please refer to this study by its ClinicalTrials.gov identifier: NCT01441544
|United States, Tennessee|
|University of Tennessee|
|Knoxville, Tennessee, United States, 37996|
|Principal Investigator:||Hollie A Raynor, Ph. D||University of Tennessee|
|Principal Investigator:||Dale Bond, PhD||The Miriam Hospital|