Gao Zan, Pope Zachary C, Lee Jung Eun, Quan Minghui
Department of Sport Rehabilitation, School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China.
School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.
J Clin Med. 2019 Aug 21;8(9):1268. doi: 10.3390/jcm8091268.
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. Participants were 81 fourth grade students ( X ¯ age = 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. We observed significant interaction effects for daily caloric expenditure, (1, 58) = 15.8, < 0.01, mean daily MET values, (1, 58) = 11.3, < 0.01, and outcome expectancy, (1, 58) = 4.5, < 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, (1, 58) = 3.104, = 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. 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.
研究主动式电子游戏(AVG)对儿童上学日能量消耗(EE)以及与身体活动(PA)相关的自我效能感、社会支持和结果期望的影响,为期9个月。参与者为明尼苏达州两所城市小学的81名四年级学生(平均年龄=9.23岁,标准差=0.62;39名女生)。2014 - 2015年,干预学校实施了为期9个月、每周一次、每次50分钟的AVG干预,而对照学校继续正常课间休息。通过加速度计估算儿童上学日的EE(每日热量消耗)和平均每日代谢当量(MET)值,同时使用经过心理测量验证的问卷评估自我效能感、社会支持和结果期望。所有测量均在基线以及第4个月和第9个月完成。我们观察到每日热量消耗存在显著的交互作用效应,F(1, 58)=15.8,p<0.01;平均每日MET值,F(1, 58)=11.3,p<0.01;以及结果期望,F(1, 58)=4.5,p<0.05。具体而言,干预组儿童的每日热量消耗增加幅度更大(干预后组间差异为91千卡/天),而对照组儿童的每日热量消耗随时间减少。我们观察到平均每日MET值也有相同趋势(干预后组间差异为0.35 METs/天)。有趣的是,我们观察到干预后对照组儿童的结果期望增加,而干预组儿童的结果期望下降(组间差异为1.35)。最后,我们观察到社会支持存在边缘显著的交互作用效应,F(1, 58)=3.104,p = 0.08,干预组儿童增加,对照组儿童减少。我们未观察到自我效能感的交互作用或主效应。观察结果表明,与对照条件相比,AVG干预有助于上学日EE和社会支持的纵向增加。未来的研究应探讨如何在基于学校的AVG干预中促进自我效能感和结果期望。