The Effect of Variety on Physical Activity

April 3, 2018 updated by: Hollie Raynor, The University of Tennessee, Knoxville

Increasing physical activity continues to be a challenge among many individuals, particularly those who are overweight. Recent data from the National Health and Nutrition Examination Survey (NHANES) showed that individuals who reported engaging in a variety of activities were more likely to meet national physical activity recommendations compared to those who reported no variety. Incorporating a variety of activities into a physical activity program may be a way to increase physical increase physical activity levels.

One method to increase variety in physical activities is to use active videogames. Videogames that use motion sensors allow a gamer to physically perform a variety of activities. Thus, the purpose ot this laboratory-based investigation is to conduct a study to examine the effect of engaging in a greater variety of active videogames on energy expenditure in 30 non-obese, regularly active adults.

Study Overview

Status

Completed

Conditions

Detailed Description

Thirty men and women, aged 18- to 35- years, recruited from the local area, with a normal body mass index (BMI) between 18.5 and 29.9 kg/m, will participate in two experimental sessions, VARIETY and NON-VARIETY, with order of experimental sessions counterbalanced across participants. Participants will be assessed on liking of the active videogames, energy, tiredness, motivation, to succeed, interest in the games, and energy expenditure during the experimental sessions.

Study Type

Interventional

Enrollment (Actual)

32

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

    • Tennessee
      • Knoxville, Tennessee, United States, 37996
        • University of Tennessee

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

18 years to 35 years (Adult)

Accepts Healthy Volunteers

Yes

Genders Eligible for Study

All

Description

Inclusion Criteria:

  • Men and women, ages 18-25 years are eligible to participate. They will be recruited from flyers posted around campus and in local gyms, and must be willing to participate. They must have a body mass index (BMI) between 18.5 and 29.9 kg/m2.

Exclusion Criteria:

  • Participants who have never played an active videogame or are unable to play an active videogame. If the participant dislikes (scoring <50 on a 100 mm visual analogue scale [VAS]) playing the active videogames used in the investigation. Or if the participant engages in less than 150 minutes/week of moderate- to vigorous-intensity physical activity over the previous month.

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Other
  • Allocation: Randomized
  • Interventional Model: Crossover Assignment
  • Masking: Single

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: VAREITY
Thirty men and women, aged 18- to 35- years, recruited from the local area, with a normal body mass index (BMI) between 18.5 and 29.9 kg/m, will participate in two experimental sessions, VARIETY (playing the same active video game over 4 sessions) and NON-VARIETY (playing 4 different active video games over 4 sessions), with order of experimental sessions counterbalanced across participants.
Experimental: NON-VARIETY
Thirty men and women, aged 18- to 35- years, recruited from the local area, with a normal body mass index (BMI) between 18.5 and 29.9 kg/m, will participate in two experimental sessions, VARIETY (playing the same active video game over 4 sessions) and NON-VARIETY (playing 4 different active video games over 4 sessions), with order of experimental sessions counterbalanced across participants.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Time Frame
Energy expenditure in a laboratory session when active videogames are played
Time Frame: End of each session
End of each session

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Hollie A Raynor, Ph. D, University of Tennessee
  • Principal Investigator: Dale Bond, PhD, The Miriam Hospital

Publications and helpful links

The person responsible for entering information about the study voluntarily provides these publications. These may be about anything related to the study.

General Publications

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

September 1, 2011

Primary Completion (Actual)

April 1, 2016

Study Completion (Actual)

April 1, 2016

Study Registration Dates

First Submitted

September 25, 2011

First Submitted That Met QC Criteria

September 26, 2011

First Posted (Estimate)

September 27, 2011

Study Record Updates

Last Update Posted (Actual)

April 5, 2018

Last Update Submitted That Met QC Criteria

April 3, 2018

Last Verified

April 1, 2018

More Information

Terms related to this study

Additional Relevant MeSH Terms

Other Study ID Numbers

  • 8630B

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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