Objective - The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. Methods - We assigned 270 gaming (i.e. =2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes)...
(1) Background: High levels of physical inactivity caused by sedentary digital screen leisure consti...
Increasing physical activity (PA) and reducing the time spent sedentary can favourably impact health...
Objective: To determine the effect of screen time/video gameplay has on the BMI and cardiovascular f...
Objective - The aim of the current study was to evaluate the effects of and adherence to an active v...
Objective: The aim of the current study was to evaluate the effects of and adherence to an active vi...
The aim of the current study was to evaluate the effects of and adherence to an active video game pr...
Objective The aim of the current study was to evaluate the effects of and adherence to an active vid...
BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are m...
BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are m...
Background: Sedentary activities such as video gaming are independently associated with obesity. Act...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(...
The objective of this chapter is a systematic review and meta-analysis was performed to quantify the...
(1) Background: High levels of physical inactivity caused by sedentary digital screen leisure consti...
Increasing physical activity (PA) and reducing the time spent sedentary can favourably impact health...
Objective: To determine the effect of screen time/video gameplay has on the BMI and cardiovascular f...
Objective - The aim of the current study was to evaluate the effects of and adherence to an active v...
Objective: The aim of the current study was to evaluate the effects of and adherence to an active vi...
The aim of the current study was to evaluate the effects of and adherence to an active video game pr...
Objective The aim of the current study was to evaluate the effects of and adherence to an active vid...
BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are m...
BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are m...
Background: Sedentary activities such as video gaming are independently associated with obesity. Act...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(...
The objective of this chapter is a systematic review and meta-analysis was performed to quantify the...
(1) Background: High levels of physical inactivity caused by sedentary digital screen leisure consti...
Increasing physical activity (PA) and reducing the time spent sedentary can favourably impact health...
Objective: To determine the effect of screen time/video gameplay has on the BMI and cardiovascular f...