Abstract

Purpose: Examine the effects of active video games (AVGs) on children’s school-day energy expenditure (EE) and physical activity (PA)-related self-efficacy, social support, and outcome expectancy over 9 months. Method: Participants were 81 fourth grade students ( = 9.23 years, SD = 0.62; 39 girls) from two urban Minnesota elementary schools. A once-weekly 50 min AVG intervention was implemented in the intervention school for 9 months in 2014–2015 while the control school continued regular recess. Children’s school-day EE (daily caloric expenditure) and mean daily metabolic equivalent (MET) values were estimated via accelerometry whereas self-efficacy, social support, and outcome expectancy were assessed with psychometrically-validated questionnaires. All measures were completed at baseline and at the 4th and 9th months. Results: We observed significant interaction effects for daily caloric expenditure, F(1, 58) = 15.8, p < 0.01, mean daily MET values, F(1, 58) = 11.3, p < 0.01, and outcome expectancy, F(1, 58) = 4.5, p < 0.05. Specifically, intervention children had greater increases in daily caloric expenditure (91 kilocalorie/day post-intervention group difference), with control children decreasing daily caloric expenditure over time. We observed identical trends for mean daily MET values (0.35 METs/day post-intervention group difference). Interestingly, we observed outcome expectancy to increase in the control children, but decrease among intervention children, at post-intervention (1.35 group difference). Finally, we observed a marginally significant interaction effect for social support, F(1, 58) = 3.104, p = 0.08, with an increase and decrease seen in the intervention and control children, respectively. We observed no interaction or main effects for self-efficacy. Discussion: Observations suggested an AVG intervention contributed to longitudinal increases in school-day EE and social support compared to the control condition. Future research should examine how self-efficacy and outcome expectancy might be promoted during school-based AVG interventions.

Highlights

  • Pediatric obesity continues to be a substantial public health burden in the US [1]

  • To build upon previous studies’ limitations, this study investigated the effects of a 9 month school-based active video games (AVGs) intervention on the EE and psychosocial beliefs of children from low socioeconomic status (SES) families living in underserved urban areas

  • We examined if children in an underserved urban school included in an AVG intervention would demonstrate greater increases in EE and improvements in Social Cognitive Theory (SCT)-related psychosocial beliefs compared to a control group within a second underserved school over the course of one 9 month academic year

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Summary

Introduction

The obesity epidemic and subsequent physiological and psychosocial wellbeing of low-income and ethnically diverse children have become concerning, partially due to the physical inactivity and sedentary behavior rates commonly observed in this population [2]. Children from underserved families of low socioeconomic status (SES) are more likely to be overweight and/or obese than children from middle- to upper-SES families [3]. As a result, these children are more likely to develop cardiovascular disease, type II diabetes, and other chronic diseases [4]. It is imperative to develop innovative technology-based interventions to promote PA participation and curb pediatric obesity among children of low SES living in underserved urban areas

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