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. 2007 Apr;33(2):124-31.
doi: 10.1007/BF02879893.

Choice of interactive dance and bicycle games in overweight and nonoverweight youth

Affiliations

Choice of interactive dance and bicycle games in overweight and nonoverweight youth

Leonard H Epstein et al. Ann Behav Med. 2007 Apr.

Abstract

Background: Interactive video games are a popular alternative to physical activity in youth. One advancement in computer games are interactive games that use physical activity as a game playing controller, combining exercise and entertainment, or exertainment.

Purpose: This study tested the reinforcing value and activity levels of interactive dance and bicycle race games in 18 overweight and 17 nonoverweight 8- to 12-year-old youth.

Methods: Reinforcing value was studied using a behavioral choice paradigm that provided children the opportunity to respond on progressive ratio schedules of reinforcement for a choice of either playing the video dance or bicycle game using a handheld video game controller or one of three options: dancing or bicycling alone, dancing or bicycling while watching a video, or playing the interactive dance or bicycle game. Reinforcing value was defined in relationship to the amount of responding children engaged in for either choice.

Results: Results showed the interactive dance game was more reinforcing than dancing alone or dancing while watching the video (p = .003), but there was no difference across bicycling conditions. Nonoverweight youth were more active when given the opportunity to play the interactive dance game than overweight children (p = .05).

Conclusions: These results suggest that children may be motivated to be active when given the opportunity to play an interactive dance game.

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Figures

FIGURE 1
FIGURE 1
Choices for the dance (top diagrams) and bicycle (bottom diagrams) conditions.
FIGURE 2
FIGURE 2
An example of a screen from the computer task that represents a choice between the interactive dance game or dancing to music. The session points represents the number of points for each alternative that were earned. After a button press for either choice was made, the shapes revolved, and when all three shapes matched the children earned a point. The number of responses required to earn a point was determined by the schedule of reinforcement.
FIGURE 3
FIGURE 3
Responses across the different schedules of reinforcement for the dance (top graph) and bicycle games (bottom graphs) as a function of the experimental condition and the schedules of reinforcement. The schedules refer to the average number of responses on either schedule to earn a point toward either choice. The schedules progressed to the next schedule when a participant met the schedule requirements.
FIGURE 4
FIGURE 4
Accelerometer counts during the time earned for the dance games and miles ridden during time earned for the bicycle games for overweight and nonoverweight youth (M ± SEM).

References

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