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Introduction

Introduction. Obesity is the second leading preventable cause of death in the U.S. It is especially prevalent among youth and college-aged students. 1 Active vs. Sedentary lifestyles. 2

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Introduction

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  1. Introduction Obesity is the second leading preventable cause of death in the U.S. It is especially prevalent among youth and college-aged students.1 Active vs. Sedentary lifestyles.2 The ACSM definition of a sedentary person engages in less than 150 minutes of exercise per week, with exercise defined as activity in which one’s heart rate is elevated to 60-85% of its maximum.3

  2. Introduction • Research Problem: • The increasing rate of obesity and the motivational factors behind habitual exercise. • Research Questions: • How can interactive games be used to motivate students to exercise? • To what extent do interactive games increase physical activity levels as compared to traditional exercise or non-interactive video games? • We aim to secure an on-campus space for interactive gaming as exercise.

  3. Literature Review Energy Expenditure of Sedentary Screen Time Compared with Active Screen Time for Children 25 children Aged 8-12 EyeToy: 108% EE increase DDR: 172% EE increase4

  4. Literature Review Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity? 21 children Aged 10-14 129-400% increase in energy expenditure Games that involved more full body movement resulted in greater energy expenditure5

  5. Lit Review Significance Further articles were limited by sample of solely lean children6,7 No articles studied persons of age 18-23 Studies involving sedentary children concluded active gaming to be similar to brisk walking or skipping.8

  6. Research Methodology • Mixed-Methodology • Survey • Three questions pertaining to physical activity • Used to spark interest in at least 60 individuals • Experiment • 3 different groups of 20 members a piece • Monitored exercise at Cole Field House, activity logs • Measurements of BMI, resting heart rate, and parts of the Presidential Challenge at start, middle, and end of a 6 week involvement period

  7. Research Methodology • Analysis and Conclusions • Connections and correlations between exercise experience and physical improvement • Drawbacks • Large number of participants, difficult to recruit and retain subjects, invasive measurements required, high cost of equipment • Incentives • Raffle • Confounding variables • Convenience of exercise facilities, genetics, diet, ability at activities

  8. Conclusion Summary We hope to draw similar conclusions to other studies which support interactive gaming as an exercise tool, only this time for college-aged students.8 Show that interactive gaming can be used to induce sedentary individuals to a healthier, more active lifestyle. Demonstrate that interactive gaming can have a greater reinforcement value for some people than does traditional exercise.

  9. References 1. Mokdad A, Marks J, Stroup D, Gerberding J. (2000). Actual causes of death in the United States, 2000. Journal of the American Medical Association. 291(10): 1238-1245. 2. Obesity: preventing and managing the global epidemic. Geneva: World Health Organization, 2000. 1-253. 3. Amnerican College of Sports Medicine. Physical activity and public health guidelines. 2007. <http://www.acsm.org/AM/Template.cfm?Section=Home_Page&TEMPLATE=/CM/HTMLDisplay.cfm&CONTENTID=7764>. 4. Lanningham-Foster, Lorraine, Jensen, Teresa B., Foster, Randal C., Redmond, Aoife B., Walker, Brian A., Heinz, Dieter, & Levine, James A. (2006). Energy Expenditure of Sedentary Screen Time Compared With Active Screen Time for Children. Pediatrics118, 1831-1835. 5, 8. Maddison, Ralph, Mhurchu, Cliona Ni, Jull, Andrew, Jiang, Yannan, Prapavessis, Harry, & Rodgers, Anthony (2007). Energy Expended Playing Video Console Games: An Opportunity to Increase Children's Physical Activity?. Pediatric Exercise Science.19, 334-343. 6. Wang, Xuewen, & Perry, Arlette C (2006). Metabolic and Physiologic Responses to Video Game Play in 7- 10 Year Old Boys. Archives of Pediatric and Adolescent Medicine. 160, 411-415. 7. Graves, Lee, Stratton, Gareth, Ridgers, N D, & Cable, N T (2007). Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study. BMJ, 335, 1282-1284. 8. Epstein, Leonard H., Meghan D. Beecher, Jennifer L. Graf, and James N. Roemmich. Choice of interactive dance and bicycle games in overweight and non-overweight youth. Annals of Behavioral Medicine 33.2 (2007): 124-131.

  10. Questions???

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