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Feasibility, design and conduct of a pragmatic randomized controlled trial to reduce overweight and obesity in children

the electronic games to aid motivation to exercise (egame) study

Background: Childhood obesity has reached epidemic proportions in developed countries. Sedentary screen-based activities such as video gaming are thought to displace active behaviors and are independently associated with obesity. Active video games, where players physically interact with images onscreen, may have utility as a novel intervention to increase physical activity and improve body composition in children. The aim of the Electronic Games to Aid Motivation to Exercise (eGAME) study is to determine the effects of an active video game intervention over 6 months on: body mass index (BMI), percent body fat, waist circumference, cardio-respiratory fitness, and physical activity levels in overweight children.

Methods/Design: Three hundred and thirty participants aged 10 – 14 years will be randomized to receive either an active video game upgrade package or to a control group (no intervention).

Discussion: An overview of the eGAME study is presented, providing an example of a large, pragmatic randomized controlled trial in a community setting. Reflection is offered on key issues encountered during the course of the study. In particular, investigation into the feasibility of the proposed intervention, as well as robust testing of proposed study procedures is a critical step prior to implementation of a large-scale trial.

Literatuurverwijzing: Maddison, R., Foley, L., Ni Mhurchu, C., Jull, A., Jiang, Y., Rodgers, A., ... Schaaf, D. (2009). Feasibility, design and conduct of a pragmatic randomized controlled trial to reduce overweight and obesity in children: the electronic games to aid motivation to exercise (egame) study. BMC Public Health 9

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