Professional Documents
Culture Documents
Author Note
2
Abstract
Children have been less apt to be physically active and less interested and motivated to
move and play. This physical inactivity has been linked as a major contributor to
childhood obesity. Are active video games (AVG) able to provide K-12 students with
comparable or greater physical activity levels than traditional forms of physical
activities? An analysis of 14 studies unveiled three main sub-themes related to AVGs:
physical activity levels, motivation to be physically active, and AVG novelty. The
research suggests that there is a lack of clarity on the health benefits related to physical
activity levels during AVGs. Similarly, while many of the researchers recognized
motivation as a key component for increasing AVG physical activity levels in children,
results were inconclusive as to which AVGs were best for enhancing motivation. And
finally, AVG novelty seemed to improve physical activity levels at the beginnings of
most studies, but this effect diminished over time. Despite the inconsistent evidence on
whether or not AVGs are reaching the minimum health requirements for children,
researchers agree that educators should keep an open mind with this novel approach to
physical activity and proceed with caution, slowly incorporating these AVGs into the
school system.
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Table of Contents
Abstract
Introduction
Rationale
Organization of Paper
Findings
14
AVG Novelty
17
18
References
22
Appendix A
24
9
Findings
The analysis of the 14 studies revealed three main sub-themes related to physical
activity and video games. The themes that emerged from the analysis were physical
activity levels, motivation to be physically active, and AVG novelty.
Physical Activity Levels
While many studies do not agree on the specifics of AVGs affects on physical
activity levels, and the literature on exergaming is novel and limited, AVGs have been
predominantly acknowledged as a viable alternative to complement existing school
programming and leisure time with the aim of improving physical activity levels in
students (Duncan et al., 2011; Fogel et al., 2010; Haichun, 2012; Haichun, 2013; Hansen
& Sanders, 2010; Lin & Zhang, 2011; Lwin & Malik, 2012; Shayne et al., 2012;
Vernadakis et al., 2012). Furthermore, for adults and young adults that might otherwise
be disengaged and sedentary, studies suggest that AVGs could be used as an alternative
to traditional methods for motivating these individuals to become physically active
(Eason, et al., 2016). However, some studies such as Scanlan et al. (2013) caution
exercise professionals that prescribing AVGs as an alternative to traditional exercise
participation may actually be detrimental to young adults.
Duncan and Staples (2010), Haichun (2012), and Haichun (2013) provided
statements from laboratory-based research suggesting that AVGs may not be sufficient to
achieve the ACSMs recommended MVPA levels required for children. Haichun (2012)
and Haichun (2013) confirmed these reports showing that children using AVGs could
only elicit light-to-moderate physical activity levels. Duncan and Staples (2010)
supported these claims by demonstrating that the amount of steps per minute was greater
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References
Baranowski, T., Abdelsamad, D., Baranowski, J., OConnor, T., Thompson, D., Barnett,
A., Cerin, E., & Chen, T. (2012). Impact of an active video game on healthy
childrens physical activity. Pediatrics, 129(3), e636-e642. doi: 10.1542/peds.
2011-2050
Duncan, M., & Staples, V. (2010). The impact of a school-based active video game play
intervention on childrens physical activity during recess. Human Movement,
11(1), 95-99. doi: 10.2478/v10038-009-0023-1
Duncan, M., Birch, S., Woodfield, L., & Hankey, J. (2011). Physical activity levels
during a 6-week school-based, active videogaming intervention using the
gamercize power stepper in british children. Medicina Sportiva, 15(2), 81-87.
doi: 10.2478/v10036-011-0014-0
Eason, J., York, A., LeJeune, C., & Norris, S. (2016). A comparison of energy
expenditure and heart rate response between a dance-based group fitness class and
a dance-based video game on the XBOX Kinect. Cardiopulmonary Physical
Therapy Journal.
Faigenbaum, A. (2015). ACSM information on physical activity in children and
adolescents. Retrieved from https://www.acsm.org/docs/defaultsource/brochures/physical-activity-in-children-and-adolescents.pdf?sfvrsn=4
Fogel, V., Miltenberger, R., Graves, R., & Koehler, S. (2010). The effects of exergaming
on physical activity among inactive children in a physical education classroom.
Journal of Applied Behavior Analysis, 43(4), 591-600. doi: 10.1901/jaba.2010.
43-591
Haichun, S. (2012). Exergaming impact on physical activity and interest in elementary
school children. Research Quarterly for Exercise and Sport, 83(2), 212-220.
Retrieved from http://search.proquest.com.qe2a-proxy.mun.ca/docview/102331
7254?accountid=12378
Haichun, S. (2013). Impact of exergames on physical activity and motivation in
elementary school students: A follow-up study. Journal of Sport and Health
Science, 2, 138-145. doi: 10.1016/j.jshs.2013.02.003
Hansen, L. & Sanders, S. (2010). Fifth grade students experiences participating in active
gaming in physical education: the persistence to game. The ICHPER-SD Journal
of Research in Health, Physical Education, Recreation, Sport & Dance, 5(2), 3340. Retrieved from http://search.proquest.com.qe2a-proxy.mun.ca/docview/9175
31836?accountid=12378
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Appendix A
Table A1
Descriptive characteristics of the studies
Authors
Research
Paradigm
Participants
78 children
(9-12 years)
Video Games
Data Collection
Nintendo Wii
Accelerometers,
Survey,
Interview,
Diaries,
Console
Records
Pedometry,
HR Monitoring
Baranowski,
Abdelsamad,
Baranowski, OConnor,
Thompson, Barnett,
Cerin, & Chen (2012)
Mixed
Methods
Quantitative 30 children
(10-11 years)
Nintendo Wii
Duncan, Birch,
Woodfield, & Hankey
(2011)
Quantitative 40 children
(10-11 years)
Gamercize
Stepper +
Xbox 360
Pedometry,
HR Monitoring
Xbox 360
Kinect (Just
Dance 3 & 4)
Fogel, Miltenberger,
Graves, & Koehler
(2010)
Quantitative 4 children
(5th grade)
DDR,
Gamercize
Stepper,
Three Rivers
Game Cycle,
Dog Fight
Flight
Simulator,
Cateye Game
Bike,
Nintendo
Wii,
XrBoard, 3Kick
HR Monitoring,
Accelerometer,
Survey, 6-20
Borg RPE
PDA
Haichun (2012)
Quantitative 74 children
(9-12 years)
Cateye Game
Bike, XaviX
Boxing, 3Kick, Dog
Fight Flight
Accelerometers,
Surveys
25
Simulator,
Nintendo
Wii, DDR,
Gamercize
Stepper,
XrBoard
Haichun (2013)
Quantitative 70 children
(9-12 years)
Cateye Game
Bike, XaviX
Boxing, 3Kick, Dog
Fight Flight
Simulator,
Nintendo
Wii, DDR,
Gamercize
Stepper,
XrBoard
Accelerometers,
Surveys
Qualitative
6 children
(5th grade)
DDR, Cateye
Game Bike,
Dog Fight
Flight
Simulator,
Three Rivers
Game Cycle,
Gamercize
Stepper,
XrBoard,
Nintendo
Wii, XaviX
Sports, 3Kick
Observational
Fieldnotes,
Formal/Informal
Interviews,
Journal Entries
Mixed
Methods
140 preservice
teachers
Nintendo Wii
Surveys (7-point
Likert),
Observational
Fieldnotes,
Open-Ended
Questions
Surveys (5-point
scale), Leisure
Time Exercise
Questionnaire
(18-23 years)
Lwin & Malik (2012)
Nintendo Wii
26
years)
Gamercize
Stepper,
Xbox Kinect,
XaviX J-Mat
HR Monitoring
Scanlan, Arkinstall,
Dalbo, Humphries,
Jennings, & Kingsley
(2013)
Quantitative 10 adults
(Mage = 20.2
0.4 years);
6 female, 4
male
Nintendo Wii
HR Monitoring,
VO2
Shayne, Fogel,
Miltenberger, & Koehler
(2012)
Quantitative 4 children
(grade 3)
PDA,
DDR, 3Surveys
Kick,
Gamercize
Stepper,
Three Rivers
Game Cycle,
Cateye Game
Bike,
Nintendo
Wii, XrBoard
Vernadakis, Gioftsidou,
Antoniou, Ioannidis, &
Giannousi (2012)
Quantitative 32 physical
education
students (2022)
Nintendo Wii
Biodex Stability
System