ChildNCT02940431
Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
A study testing High Autonomy and Low Autonomy in people with Child and Overweight, run by USDA Grand Forks Human Nutrition Research Center at 1 site in United States.
Trial summary
The purpose of this study is to look at the effects of active video game play on youth physical activity. Read more about this study
- Who is it for?
- Ages 8 to 12 yearsHealthy volunteers can take part
- Conditions the study is for
- Child, Overweight, Sedentary Lifestyle
- What is being tested?
- High Autonomy and Low Autonomy
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 49 participants
- Where
- 1 siteUnited States
- Study dates
- Nov 2016to 4 May 2018
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 8 to 12 years
- All sexes
- Healthy volunteers accepted
- Child
Who may be able to join
- Sedentary lifestyle
- BMI between 5th and 95th percentile
Who cannot join
- taking any medications that affect energy use or eating
- actively trying to lose weight
- has any medical conditions that prevent him/her from safely joining in physical activity
- exercises more than three times per week for one hour at a time
- does not engage in more than 14 hours per week of screen-based activities
- does not own an active video game system
- plays active video games more than 30 minutes per week
Trial locations and contacts
1 site in 1 country.
United States1 site
USDA Grand Forks Human Nutrition Research Center
Grand Forks, North Dakota, 58203
About this study
The purpose of this study is to look at the effects of active video game play on youth physical activity.
Read the detailed description
Child obesity is increasing worldwide and has major implications for health, both during youth and later in life. Physical activity declines sharply during adolescence, making ages 8-12 a critical period to encourage healthy exercise habits. Increased childhood weight has been linked to sedentary leisure time activities, such as video games. "Active video games" (AVGs) are now being studied as a method to increase children's interest and participation in physical activity. Although research indicates that AVG play may lead to energy expenditure comparable to light/ moderate physical activity, children prefer sedentary video games to AVGs and often find AVGs boring. Children do not play AVGs as often or with the same intensity as traditional games/sports and lose interest in them; efforts must be made to increase the appeal of AVGs so they are competitive with sedentary video games. This study will examine whether children's motivation to engage in AVG play may be increased with greater autonomy, as well as whether increasing children's motivation to play AVGs also increases their motivation to play sedentary video games.
- Conditions
- Child, Overweight, Sedentary Lifestyle
- Being tested
- High Autonomy, Low Autonomy
- Medical subject headings
- Overweight, Sedentary Behavior
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
High AutonomyOther
Children will be given two active video games (AVGs) of their choice. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will be allowed to select their next game.
Low AutonomyOther
Children will be given their most-liked active video game (AVG) from the baseline relative reinforcing value assessment. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will receive a pre-determined game.
| Study group | Role | What they receive |
|---|---|---|
| High Autonomy | Experimental | Children will choose active video games for use during the study. Receives: Other: High Autonomy |
| Low Autonomy | Experimental | Children will be assigned active video games for use during the study. Receives: Other: Low Autonomy |
What is being measured
The primary outcome is the main question the study is designed to answer.
Change in relative reinforcing value (RRV) of active video games
RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play).
Measured: Week 0, Week 6, Week 10
Secondary outcomes (7)
Change in minutes of physical activity, as assessed by activity tracker
Minutes of physical activity will be assessed by having participants wear an Actigraph accelerometer for 7 days (minimum 10 hours per day) on the right hip.
Measured: Week 0, Week 6, Week 10
Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities
Changes in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities (computer, phone TV), will be assessed by 24-hour activity recalls which participants will fill out for the prior day's activities for two weekend and two weekdays.
Measured: Week 0, Week 6, Week 10
Beverage and snack food consumption
Average weekly intake of certain foods and beverages will be assessed by self-report questionnaire responses of the Beverage and Snack Questionnaire (BSQ).
Measured: Week 0, Week 6, Week 10
Children's exercise self-efficacy
Changes in children's exercise self-efficacy will be assessed by self-report questionnaire responses of the Children's Self-Perception of Adequacy in and Predilection of Physical Activity Scale (CSAPPA).
Measured: Week 0, Week 6, Week 10
Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2).
Measured: Week 0, Week 6, Week 10
Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure active video game play.
Measured: Week 0, Week 6, Week 10
Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play
Changes in children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play will be assessed by self-report questionnaire responses of the Behavioral Regulation in Exercise, 2nd Edition (BREQ-2), modified to measure sedentary video game play.
Measured: Week 0, Week 6, Week 10
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted20 Oct 2016 (estimated)
- Study startNov 2016
- Primary completion4 May 2018
- Study completion4 May 2018
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for ChildStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Factorial
- Masking
- None (open label)
- Enrolment
- 49 participants (actual)
Sponsor and investigators
- Lead sponsor
- USDA Grand Forks Human Nutrition Research Center
- Sponsor type
- US federal agency
- Responsible party
- Sponsor
- Investigators
- James N Roemmich, PhD, Principal investigator, USDA Grand Forks Human Nutrition Research Center
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT02940431
- Sponsor's protocol ID
- GFHNRC406
- Status last verified
- Apr 2025
- First submitted
- 19 Oct 2016
- Last updated
- 11 Apr 2025
- Results posted
- No
- Data monitoring committee
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 11 Apr 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Active Games: Increasing the Attractiveness of Active Video Game Play for Youth
- ClinicalTrials.gov ID
- NCT02940431
- Acronym / sponsor ID
- GFHNRC406
- Conditions
- Child, Overweight, Sedentary Lifestyle
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 49 participants (actual)
- Lead sponsor
- USDA Grand Forks Human Nutrition Research CenterUS federal agency
- Study start
- Nov 2016 (actual)
- Primary completion
- 4 May 2018 (actual)
- Study completion
- 4 May 2018 (actual)
- First posted
- 20 Oct 2016 (estimated)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The purpose of this study is to look at the effects of active video game play on youth physical activity.
Detailed description
Child obesity is increasing worldwide and has major implications for health, both during youth and later in life. Physical activity declines sharply during adolescence, making ages 8-12 a critical period to encourage healthy exercise habits. Increased childhood weight has been linked to sedentary leisure time activities, such as video games. "Active video games" (AVGs) are now being studied as a method to increase children's interest and participation in physical activity. Although research indicates that AVG play may lead to energy expenditure comparable to light/ moderate physical activity, children prefer sedentary video games to AVGs and often find AVGs boring. Children do not play AVGs as often or with the same intensity as traditional games/sports and lose interest in them; efforts must be made to increase the appeal of AVGs so they are competitive with sedentary video games. This study will examine whether children's motivation to engage in AVG play may be increased with greater autonomy, as well as whether increasing children's motivation to play AVGs also increases their motivation to play sedentary video games.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Factorial
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| High Autonomy | Experimental | Other: High AutonomyChildren will choose active video games for use during the study. |
| Low Autonomy | Experimental | Other: Low AutonomyChildren will be assigned active video games for use during the study. |
Who may qualify
- Ages
- 8 to 12 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (2 listed)
- Sedentary lifestyle
- BMI between 5th and 95th percentile
Key exclusion criteria (7 listed)
- taking any medications that affect energy use or eating
- actively trying to lose weight
- has any medical conditions that prevent him/her from safely joining in physical activity
- exercises more than three times per week for one hour at a time
- does not engage in more than 14 hours per week of screen-based activities
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| High AutonomyChildren will be given two active video games (AVGs) of their choice. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will be allowed to select their next game. | Other | High Autonomy |
| Low AutonomyChildren will be given their most-liked active video game (AVG) from the baseline relative reinforcing value assessment. After two weeks, a researcher will monitor progress and exchange the AVGs and sedentary games. At each exchange, children will receive a pre-determined game. | Other | Low Autonomy |
Primary outcome
Change in relative reinforcing value (RRV) of active video games
Time frame: Week 0, Week 6, Week 10
RRV of active video games will be assessed by evaluating the number of responses (mouse button presses) a participant is willing to complete to gain access to active video game play or an alternative (sedentary video game or traditional active play).
7 secondary outcomes
Change in minutes of physical activity, as assessed by activity tracker
Time frame: Week 0, Week 6, Week 10
Change in minutes spent in traditional active play, active and sedentary video game play, and other sedentary screen-based activities
Time frame: Week 0, Week 6, Week 10
Beverage and snack food consumption
Time frame: Week 0, Week 6, Week 10
Children's exercise self-efficacy
Time frame: Week 0, Week 6, Week 10
Children's intrinsic, external, interrogated, identified, introjected and amotivation for physical activity
Time frame: Week 0, Week 6, Week 10
Children's intrinsic, external, interrogated, identified, introjected and amotivation for active video game play
Time frame: Week 0, Week 6, Week 10
Children's intrinsic, external, interrogated, identified, introjected and amotivation for sedentary video game play
Time frame: Week 0, Week 6, Week 10
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 11 Apr 2025.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
James N Roemmich, PhD principal investigator
USDA Grand Forks Human Nutrition Research Center
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing High Autonomy and Low Autonomy in people with Child and Overweight, run by USDA Grand Forks Human Nutrition Research Center at 1 site in United States.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 2 inclusion and 7 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 11 Apr 2025. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Change in relative reinforcing value (RRV) of active video games (time frame: Week 0, Week 6, Week 10). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 11 Apr 2025.