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Replacing non-active video gaming by active video gaming to prevent excessive weight gain in adolescents
Simons M, Brug J, Chinapaw MJM, de Boer M, Seidell J, de Vet E
PLoS ONE 2015 Jul;10(7):e0126023
clinical trial
6/10 [Eligibility criteria: Yes; Random allocation: Yes; Concealed allocation: No; Baseline comparability: Yes; Blind subjects: No; Blind therapists: No; Blind assessors: No; Adequate follow-up: Yes; Intention-to-treat analysis: Yes; Between-group comparisons: Yes; Point estimates and variability: Yes. Note: Eligibility criteria item does not contribute to total score] *This score has been confirmed*

OBJECTIVE: The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. METHODS: We assigned 270 gaming (ie, >= 2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted. RESULTS: The control group decreased significantly more than the intervention group on BMI-SDS (beta = 0.074, 95% CI 0.008 to 0.14), and sum of skinfolds (beta = 3.22, 95% CI 0.27 to 6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (beta = -1.76, 95% CI -3.20 to -0.32) and total sedentary screen time (beta = 0.81, 95% CI 0.74 to 0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week >= 1 hour/week during the whole intervention period. CONCLUSIONS: The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean about 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group. The intervention did result in less self-reported sedentary screen time, although these results are likely biased by social desirability. TRIAL REGISTRATION: Dutch Trial Register NTR3228.

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