Scheduled for Research Consortium Pedagogy I Poster Session, Thursday, April 14, 2005, 1:15 PM - 2:45 PM, Convention Center: Exhibit Hall Poster Area I


Project GAME (Gaming Activities for More Exercise)

Stephen P. Yang and George M. Graham, The Pennsylvania State University, University Park, PA

Motivating youth to be physically active is a main concern for parents and educators alike, and given the obesity epidemic, finding alternate strategies that can be incorporated at home are a priority. Besides physical education classes and organized sports, there are relatively few interesting and enjoyable opportunities for adolescents to accumulate the daily recommended 60 minutes of moderate physical activity. Adolescents should be sufficiently active after school, at home, and in the community, but recent findings indicate they are not attaining the minimum levels of physical activity. For American adolescents, daily screen time averages includes more than four and a half hours of watching television, playing video games, or using the computer. Research has shown the incidence of obesity and other health-related problems increases with more time spent in sedentary activities. School and community-based interventions in the past have increased physical activity levels; however, outside of those environments, the interventions did not increase voluntary physical activity. Given the reduction in physical education at all grade levels and higher amounts of “screen time”, an alternative approach might include physical activity based video fitness games. Video fitness games consist of video games that require players to use their body as the primary game controller instead of a handheld game controller. To date, there is no research that describes the physical activity levels of this new generation of video fitness games in adolescents. The purpose of this project is to analyze the amount of time spent in moderate to vigorous physical activity as measured by heart rate monitors, accelerometers, and SenseWear Armbands. This study will report the findings from 30 participants (ages 12-18) all of whom were members of the local YMCA. Participants were given 45 minutes to play either Dance Dance Revolution or Eye Toy and they could play as long as they wanted. After playing the games, participants answered questions like why they chose to play the game, what did they like about the game, and if they would play the game at home if they had the equipment. Preliminary data suggest that video fitness games can promote moderate to vigorous levels of physical activity as in-game heart rates registered 100-160 beats per minute and participants reported enjoying playing the games despite elevated heart rates. With further analysis, this study will shed insight into the question: If youngsters play video fitness games, will they attain the recommended levels of MVPA?
Keyword(s): high school issues, physical activity, technology

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