Can Active Video Games Get Young People Up and Moving?

Can active video games get young people up and moving?

By Wendy Anson, Ph.D.

Can video game play help transform millennial couch potatoes into active young adults? According to a recent study, researchers were able to get young players cavorting within a mystical, fantasy role-playing scenario—with no magic otherwise involved.

In their recent article for the special edition of the APA’s Society for Health Psychology journal, “Health Psychology: eHealth/mHealth,” funded by the OBSSR, “A Pilot Randomized, Controlled Trial of an Active Video Game Physical Activity Intervention,” Peng and colleagues shared how their Active Video Game (AVG) study prompted 18- to 24-year-olds to get up and get moving. With the WiiMote (accelerometer-based motion controller) and dancepad for real-world upper and lower body movement, players literally “walked,” “ran,” and “climbed” their avatar though a dynamic virtual world.

Active Video Games, or “exergames,” decrease sedentary behaviors by turning the time typically spent sitting still while playing video games into actual active play time. A meta-analysis of 18 lab experiments quantifying AVG energy expenditure revealed that playing AVGs is equivalent to light to moderate physical activity. Researchers claim AVG play rate is the most likely speed at which the least active members of the population will move out of a sedentary lifestyle.

#Exergames, Active Video Games, get young adults up and running!

Active Video Games Shown to Motivate Young People to Be More Active

Studies show that not only do AVG users expend more energy than standard video game players—or even someone walking on a treadmill—but they also enjoy their activity more. Research also suggests that AVGs, when experienced with greater enjoyment over time, are more likely to be played long term. Furthermore, the most enjoyable and engaging games produce greater intensity of activity. Given that about 44 percent of young adults ages 18 to 24 fail to meet the Centers for Disease Control and Prevention’s moderate to vigorous physical activity (MVPA) guideline of 150 minutes per week, AVG developers and adherents are hoping that the exergame modality will positively impact these young people.

Peng and his colleagues argue that young adults stopped using the first AVGs produced because the devices were not designed with a theoretical framework for maintaining motivation over time. Recently developed AVGs designed with theory-based behavior change strategies are more successful with young people because they use robust motivation theory and strategies. Peng and his colleagues used self-determination theory (SDT) targeted at active young adults who were insufficiently active.

SDT assumes that all people have three basic needs: competence, autonomy, and relatedness. Humans need to interact effectively with the environment; feel competent to produce desired outcomes; engage in activities of their choice and be the owner of their own behavior; and feel connected in a social milieu.

#Active Video Games use self-determination theory to get young people to start exercising

To measure the SDT in their game, the researchers used a 6-item autonomy scale and a 5-item perceived need satisfaction of competence scale. Perceived need satisfaction of relatedness was assessed by adapting the relatedness subscale in PENS and the Basic Need Satisfaction at Work scale. The researchers also used the Physical Activity Enjoyment Scale (PACES) and Future Play Motivation.

Peng and colleagues designed their study as a four-arm randomized control design with assessment of outcomes at baseline (week 0), week 1 of game play, and one week after game play (week 5). Participants were randomly assigned to one of the four groups:

  • An active gameplay group that employed the active inputs (Wiimote, Nunchuk and dancepad) to play the game with all the SDT-based features turned off
  • An active gameplay group that employed the active inputs (Wiimote, Nunchuk and dancepad) to play the game with all the SDT-based features turned on
  • A passive game-play group that used the traditional game controller input (Xbox 360 controller) to play the game with all the SDT-based features turned on
  • A control group that did not receive any treatment (control group)

They found that playing the self-determination theory-supported AVG resulted in greater MVPA for study participants compared with the control group. He noted, however, that the sample size was relatively small and that the pilot trial was not adequately powered.

Can Self-Determination Theory stake a big claim in Active Video Game Design?

Read the Article

A pilot randomized, controlled trial of an active video game physical activity intervention

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About the Author

Wendy Anson headshotWendy Anson, Ph.D.Wendy Anson, Ph.D., is senior science writer/editor for OBSSR at NIH. She has written and developed literature reviews, book chapters, reports, grant sections, curriculum and award-winning educational films in the science and social science arena for medical schools, research hospitals, educational broadcasting organizations and universities. Her Ph.D. is in educational psychology and technology.


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