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视频游戏玩耍、儿童饮食和身体活动行为改变的随机临床试验。

Video game play, child diet, and physical activity behavior change a randomized clinical trial.

机构信息

U.S. Department of Agriculture/Agricultural Research Service Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas 77030-2600, USA.

出版信息

Am J Prev Med. 2011 Jan;40(1):33-8. doi: 10.1016/j.amepre.2010.09.029.

Abstract

BACKGROUND

Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors.

PURPOSE

Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity.

DESIGN

Two-group RCT; assessments occurred at baseline, immediately after Diab, immediately after Nano, and 2 months later. Data were collected in 2008-2009, and analyses were conducted in 2009-2010.

SETTING/PARTICIPANTS: 133 children aged 10-12 years, initially between 50th percentile and 95th percentile BMI.

INTERVENTION

Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites.

MAIN OUTCOME MEASURES

Servings of fruit, vegetable, and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls; 5 consecutive days of physical activity using accelerometers; and assessment of height, weight, waist circumference, and triceps skinfold.

RESULTS

A repeated measures ANCOVA was conducted (analyzed in 2009-2010). Children playing these video games increased fruit and vegetable consumption by about 0.67 servings per day (p<0.018) but not water and moderate-to-vigorous physical activity, or body composition.

CONCLUSIONS

Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change.

摘要

背景

旨在促进行为改变的视频游戏是使儿童学习更健康行为的有前途的场所。

目的

评估玩“逃离糖尿病”(Diab)和“纳米虫群:来自内部空间的入侵”(Nano)视频游戏对儿童饮食、身体活动和肥胖的影响。

设计

两组成组 RCT;评估在基线时、Diab 后立即、Nano 后立即和 2 个月后进行。数据于 2008-2009 年收集,分析于 2009-2010 年进行。

地点/参与者:133 名 10-12 岁儿童,最初 BMI 在第 50 百分位到第 95 百分位之间。

干预

治疗组按顺序玩 Diab 和 Nano。对照组在流行网站上玩基于饮食和身体活动知识的游戏。

主要观察指标

水果、蔬菜和水的份量;中等至剧烈体力活动的分钟数。在每个评估点:3 天 24 小时的非连续饮食记录;使用加速度计的连续 5 天的身体活动;以及身高、体重、腰围和三头肌皮褶的评估。

结果

进行了重复测量方差分析(2009-2010 年分析)。玩这些视频游戏的儿童每天增加约 0.67 份水果和蔬菜(p<0.018),但不增加水和中等到剧烈的体力活动,或身体成分。

结论

玩 Diab 和 Nano 导致水果和蔬菜摄入量增加。需要研究视频游戏组件的最佳设计,以最大限度地实现变化。

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