The Effect of Variety on Physical Activity
Status: | Completed |
---|---|
Conditions: | Obesity Weight Loss |
Therapuetic Areas: | Endocrinology |
Healthy: | No |
Age Range: | 18 - 35 |
Updated: | 4/17/2018 |
Start Date: | September 2011 |
End Date: | April 2016 |
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.
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.
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.
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.
Inclusion Criteria:
- Men and women, ages 18-25 years are eligible to participate. They will be recruited
from flyers posted around campus and in local gyms, and must be willing to
participate. They must have a body mass index (BMI) between 18.5 and 29.9 kg/m2.
Exclusion Criteria:
- Participants who have never played an active videogame or are unable to play an active
videogame. If the participant dislikes (scoring <50 on a 100 mm visual analogue scale
[VAS]) playing the active videogames used in the investigation. Or if the participant
engages in less than 150 minutes/week of moderate- to vigorous-intensity physical
activity over the previous month.
We found this trial at
1
site
Click here to add this to my saved trials