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Physical Activity, Sedentary Behavior, and Dietary Interventions and Tracking Using Technology

A special issue of International Journal of Environmental Research and Public Health (ISSN 1660-4601). This special issue belongs to the section "Health Communication and Informatics".

Deadline for manuscript submissions: closed (30 September 2020) | Viewed by 75756

Special Issue Editors


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Guest Editor
University of Minnesota, School of Public Health, Division of Epidemiology and Community Health, Minneapolis, MN 55455, USA
Interests: Physical activity; Sedentary behavior; Diet; Health technology; Cardiovascular disease; Heart rate variability; Gut microbiome; Diabetes
Department of Kinesiology, Recreation, and Sport Studies, The University of Tennessee, Knoxville, TN 37996, USA
Interests: physical activity epidemiology; physical activity interventions; emerging technology applications; physical activity measurement
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Technology is ubiquitous in everyday life, with health and wellness programs increasingly seeking to leverage technology to promote physical activity and nutritious eating behaviors while reducing sedentary behavior. With this Special Issue, we seek to provide an in-depth investigation of technologies used for the promotion of physical activity and nutritious eating behaviors and the reduction of sedentary behavior. We desire studies from all different contexts (communities, worksites, hospitals, schools, homes, etc.) across various populations which have: (1) sought to intervene and improve physical activity, sedentary behavior, and/or diet using technology; or (2) sought to validate different technologies for the tracking of physical activity, sedentary behavior, and/or diet. Additionally, while we will use this Special Issue as a platform to discuss the positive implications of technology use in health promotion, we also desire studies which discuss the potential negative implications of technology use in health promotion. Technologies of interest include but are not limited to wearable technologies, smartphone/mobile device applications and games, social media, global positioning and geographic information systems, active video games (exergaming), augmented reality, and virtual reality. Overall, this Special Issue will serve as a thorough critique of the use and validation of technologies used to improve and track physical activity, sedentary behavior, and diet, with the Special Issue content providing practical implications for researchers, health professionals, and educators in the fields of public health, health and wellness, kinesiology, and medicine.

Dr. Zachary C. Pope
Dr. Zan Gao
Guest Editors

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Keywords

  • Active video games (exergaming)
  • Applications
  • Augmented reality
  • Diet
  • Geographic information systems
  • Global positioning systems
  • Interventions
  • Mobile devices
  • Physical activity
  • Sedentary behavior
  • Smartphones
  • Social media
  • Validation
  • Virtual reality
  • Wearable technology

Published Papers (14 papers)

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Research

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16 pages, 1452 KiB  
Article
Validity of Consumer Activity Monitors and an Algorithm Using Smartphone Data for Measuring Steps during Different Activity Types
by Verena Hartung, Mustafa Sarshar, Viktoria Karle, Layal Shammas, Asarnusch Rashid, Paul Roullier, Caroline Eilers, Mathias Mäurer, Peter Flachenecker, Klaus Pfeifer and Alexander Tallner
Int. J. Environ. Res. Public Health 2020, 17(24), 9314; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17249314 - 12 Dec 2020
Cited by 16 | Viewed by 5636
Abstract
Background: Consumer activity monitors and smartphones have gained relevance for the assessment and promotion of physical activity. The aim of this study was to determine the concurrent validity of various consumer activity monitor models and smartphone models for measuring steps. Methods: [...] Read more.
Background: Consumer activity monitors and smartphones have gained relevance for the assessment and promotion of physical activity. The aim of this study was to determine the concurrent validity of various consumer activity monitor models and smartphone models for measuring steps. Methods: Participants completed three activity protocols: (1) overground walking with three different speeds (comfortable, slow, fast), (2) activities of daily living (ADLs) focusing on arm movements, and (3) intermittent walking. Participants wore 11 activity monitors (wrist: 8; hip: 2; ankle: 1) and four smartphones (hip: 3; calf: 1). Observed steps served as the criterion measure. The mean average percentage error (MAPE) was calculated for each device and protocol. Results: Eighteen healthy adults participated in the study (age: 28.8 ± 4.9 years). MAPEs ranged from 0.3–38.2% during overground walking, 48.2–861.2% during ADLs, and 11.2–47.3% during intermittent walking. Wrist-worn activity monitors tended to misclassify arm movements as steps. Smartphone data collected at the hip, analyzed with a separate algorithm, performed either equally or even superiorly to the research-grade ActiGraph. Conclusion: This study highlights the potential of smartphones for physical activity measurement. Measurement inaccuracies during intermittent walking and arm movements should be considered when interpreting study results and choosing activity monitors for evaluation purposes. Full article
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24 pages, 1233 KiB  
Article
Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study
by Yuqi Liu, Yao Song and Ryoichi Tamura
Int. J. Environ. Res. Public Health 2020, 17(23), 8794; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17238794 - 26 Nov 2020
Cited by 5 | Viewed by 3863
Abstract
As an important branch of video games and the integration of emerging motion-sensing technology, home motion-sensing games cannot only bring hedonic entertainment but also promote utilitarian benefits including exercise and social interaction for people to improve their physical and psychological health. As one [...] Read more.
As an important branch of video games and the integration of emerging motion-sensing technology, home motion-sensing games cannot only bring hedonic entertainment but also promote utilitarian benefits including exercise and social interaction for people to improve their physical and psychological health. As one of the most populous countries in the world, China has the largest number of households in the world but quite a low home game penetration rate due to the 13 year game industry winter for international enterprises. Whether Chinese customers have the intention of using motion-sensing games to improve their health status in the home environment will directly determine the commercial potential of the relevant industry in the Chinese market. In order to understand the motives of users and explore the market possibility and prospects of the game industry, this study adopts empirical research and structural equation modeling to construct a motivation model of Chinese consumers toward motion-sensing gameplay behavior in the household environment. We distributed 515 questionnaires to conduct a survey; 427 valid responses have been received, and 203 data, which meet the inclusion criteria of the required game experience, have been analyzed by SPSS25.0 and AMOS25.0. A structural equation model for the gameplay motivation has been constructed. The result shows that the three functional motivators, exercise (Path efficient = 0.40, p < 0.01), entertainment (Path efficient = 0.27, p < 0.01), and social interaction (Path efficient = 0.36, p < 0.01) of home motion-sensing games have a significantly positive impact on the user’s intention to play. Furthermore, the diversity and the time-and-place flexibility variables exert an important positive influence on the users’ gameplay behavior through their effects on the three main functional motive variables. To sum up, (1) exercise, (2) entertainment, and (3) social interaction are the main functional motivations of the Chinese consumers’ gameplay behaviors; (4) diversity and (5) time-and-place flexibility are the two main attribute motivators. The acceptance of Chinese users for home motion-sensing games remains positive and high. The motion-sensing game industry has broad market prospects in China through its potential in promoting consumer’s wellness and health in the home environment. Full article
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14 pages, 1640 KiB  
Article
Daily Step Counts from the First Thailand National Steps Challenge in 2020: A Cross-Sectional Study
by Thitikorn Topothai, Rapeepong Suphanchaimat, Viroj Tangcharoensathien, Weerasak Putthasri, Thitiporn Sukaew, Udom Asawutmangkul, Chompoonut Topothai, Peeraya Piancharoen and Chonlaphan Piyathawornanan
Int. J. Environ. Res. Public Health 2020, 17(22), 8433; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17228433 - 14 Nov 2020
Cited by 5 | Viewed by 2999
Abstract
Thailand’s first national steps challenge has been implemented in 2020 with the goal to raise the level of physical activity nationwide by monitoring achievements through a smartphone application. This study examined the daily step counts of participants in the first national steps challenge. [...] Read more.
Thailand’s first national steps challenge has been implemented in 2020 with the goal to raise the level of physical activity nationwide by monitoring achievements through a smartphone application. This study examined the daily step counts of participants in the first national steps challenge. Six data points from 186,653 valid participants were retrieved and analyzed in five periods using Poisson regression. The mean daily steps peaked at 3196 in Period 1, and steadily dropped to 1205 in Period 5. The daily steps per period were analyzed using the participants’ characteristics, such as the type of participant, sex, age, body mass index, and area of residence. The overall mean daily steps of the participants meant physical activity was far below the recommended level and tended to drop in later periods. The general population achieved significantly higher mean daily steps than public health officers or village health volunteers (24.0% by multivariate analysis). Participants who were female, younger (<45 years), obese (body mass index > 30), and living in rural areas had fewer mean daily steps (13.8%, 44.3%, 12.7%, and 14.7% by multivariate analysis, respectively), with statistical significance. In the future, the national steps challenge should be continuously implemented by counting all steps throughout a day, using more strategies to draw attention and raise motivation, advocating for more participants, as well as reporting the whole day step counts instead of distance. Full article
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15 pages, 779 KiB  
Article
Getting Active with Active Video Games: A Quasi-Experimental Study
by Yan Liang, Patrick W. C. Lau, Yannan Jiang and Ralph Maddison
Int. J. Environ. Res. Public Health 2020, 17(21), 7984; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17217984 - 30 Oct 2020
Cited by 13 | Viewed by 4153
Abstract
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on [...] Read more.
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors among children. Eighty-seven children (intervention n = 30) were recruited from one primary school. Classes in Grades 4–6 were allocated to either the intervention group or the control group in a 2:1 ratio. The eight-week intervention involved children playing AVGs in an after-school class twice a week. Participants in the control group continued with their usual activities. Outcome included the change of participants in sedentary time, PA, percentage body fat, body mass index (BMI), and psychosocial variables (enjoyment, self-efficacy and social support), from baseline to eight weeks. No significant group differences were observed in sedentary time (−33.9 min/day, 95% CI −70.8 to 4.8; p = 0.07). The intervention group significantly increased total PA (53.7 counts/min, 95% CI 8.6 to 104.2; p = 0.04) compared with those in the control condition. No differences were found in body composition and psychosocial variables. However, significant treatment effects were found on BMI z score among boys (−0.1, 95% CI −0.2 to 0; p = 0.04). An eight-week school-based AVG intervention delivered during after-school hours was effective in increasing activity levels among Hong Kong children. The treatment effects of AVGs on sedentary behavior and body composition need to be further demonstrated in a more robust study, especially in boys. Full article
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14 pages, 1343 KiB  
Article
Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweight Women
by Jessica Navarro, Ausiàs Cebolla, Roberto Llorens, Adrián Borrego and Rosa M. Baños
Int. J. Environ. Res. Public Health 2020, 17(11), 4045; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17114045 - 05 Jun 2020
Cited by 14 | Viewed by 2974
Abstract
Virtual reality has been found to be a useful tool for positively influencing relevant psychological variables in order to increase physical activity (PA), especially in the overweight population. This study investigates the use of avatars and their physical variations to extend the effectiveness [...] Read more.
Virtual reality has been found to be a useful tool for positively influencing relevant psychological variables in order to increase physical activity (PA), especially in the overweight population. This study investigates the use of avatars and their physical variations to extend the effectiveness of existing interventions to promote PA. The main objective is to analyze the influence of the avatars’ body dimensions on the efficacy of an Internet intervention to increase PA levels and improve other relevant variables (motivation toward PA, enjoyment, anxiety, self-efficacy, and PA goals). A total of 42 overweight women received a brief online intervention, and they were randomly assigned to one of three conditions: the “Ideal avatar” (IAC: participants are represented by avatars with ideal body dimensions); the “Real avatar” (RAC: participants are represented by avatars with participants’ current body dimensions); and the “Non avatar” (NAC: participants are not represented by avatars). Results showed that the online intervention was effective in increasing PA practice and self-efficacy expectations. However, manipulating the body dimensions of avatars did not improve this intervention, although ideal avatars helped to reduce the anxiety experienced during PA in this population. Full article
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13 pages, 1470 KiB  
Article
A Longitudinal Study of a Multicomponent Exercise Intervention with Remote Guidance among Breast Cancer Patients
by Xiaosheng Dong, Xiangren Yi, Meng Ding, Zan Gao, Daniel J. McDonough, Nuo Yi and Wenzhen Qiao
Int. J. Environ. Res. Public Health 2020, 17(10), 3425; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17103425 - 14 May 2020
Cited by 14 | Viewed by 3057
Abstract
Purpose: Breast cancer patients in treatment suffer from long-term side effects that seriously influence their physical and mental health. The aim of this study was to examine effectiveness of a 12-week multicomponent exercise (ME) with remote guidance intervention on health-related outcomes after [...] Read more.
Purpose: Breast cancer patients in treatment suffer from long-term side effects that seriously influence their physical and mental health. The aim of this study was to examine effectiveness of a 12-week multicomponent exercise (ME) with remote guidance intervention on health-related outcomes after one year among breast cancer patients. Methods: In phases I–III, 60 patients (51.2 ± 7.9 years) with breast cancer (BC) who completed chemotherapy/postoperative radiotherapy within the previous four months to two years were randomly assigned to (1) multicomponent exercise with remote guidance (ME) and (2) usual care (UC). Eligible participants were approached to assess cancer-related quality of life (QOL), muscle strength, cardiorespiratory endurance, and physical activity (PA) barriers after one year. Results: The results demonstrated that, after one year, the ME group reported higher vitality-related QOL (5.776, 95% confidence interval [CI] 0.987, 10.565, effect size [ES] = 0.360), mental health-related QOL (9.938, 95% CI 4.146, 15.729, ES = 0.512), leg strength and endurance (2.880, CI 1.337, 4.423, ES = 0.557), and strength and endurance of upper extremities (2.745, 95% CI 1.076, 4.415, ES = 0.491) and lower physical activity (PA) hindrance (5.120, 95% CI 1.976, 8.264, ES = 0.486) than the UC group. Conclusions: The ME group observed significant differences from the UC group in QOL, muscle strength, cardiopulmonary endurance, and PA participation. These findings suggested that the multicomponent exercise intervention with remote guidance produced long-term health benefits for breast cancer patients. Full article
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16 pages, 653 KiB  
Article
Dietary Intervention through Flipped Learning as a Techno Pedagogy for the Promotion of Healthy Eating in Secondary Education
by Juan Antonio López Núñez, Jesús López-Belmonte, Antonio-José Moreno-Guerrero and José Antonio Marín-Marín
Int. J. Environ. Res. Public Health 2020, 17(9), 3007; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17093007 - 26 Apr 2020
Cited by 17 | Viewed by 3189
Abstract
Technological progress in the educational field has led to the application of active and innovative teaching methods, such as flipped learning, including in the field of dietary education. This is considered a mixed formative approach that combines face-to-face and outside the classroom education. [...] Read more.
Technological progress in the educational field has led to the application of active and innovative teaching methods, such as flipped learning, including in the field of dietary education. This is considered a mixed formative approach that combines face-to-face and outside the classroom education. The objective of this research was to analyze the effectiveness of flipped learning methodology on a traditional training practice in dietary training, both in the sixth grade of primary education and in the fourth level of secondary education. A quasi-experimental design was adopted with two experimental groups, two control groups and only posttest. The final sample was composed of 115 students divided into four groups, two of each educational stage mentioned. A didactic unit consisting of six sessions in all groups was applied. Two different training methodologies were followed according to the nature of the group (control-traditional; experimental-flipped learning). The results reveal that flipped learning is effective both in primary education and in secondary education, being more influential in student development in this last stage. It is concluded that the flipped learning approach has meant an improvement of the academic indicators evaluated after a diet education program. Full article
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10 pages, 872 KiB  
Article
Effects of Vibrotactile Feedback on Sedentary Behaviors in Adults: A Pilot Randomized Controlled Trial
by Makoto Nishimura, Hiroyuki Sasai, Yoshio Nakata and Seiji Maeda
Int. J. Environ. Res. Public Health 2019, 16(23), 4612; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph16234612 - 20 Nov 2019
Cited by 2 | Viewed by 2597
Abstract
No effective and easily implemented intervention strategies for reducing sedentary behavior have been established. This pilot trial (UMIN000024372) investigated whether vibrotactile feedback reduces sedentary behavior. Twenty-six adults aged 30–69 years who were sedentary ≥8 h/day were randomly assigned to control (n = [...] Read more.
No effective and easily implemented intervention strategies for reducing sedentary behavior have been established. This pilot trial (UMIN000024372) investigated whether vibrotactile feedback reduces sedentary behavior. Twenty-six adults aged 30–69 years who were sedentary ≥8 h/day were randomly assigned to control (n = 13) or vibration (n = 13) groups. Participants wore a monitor 9 h daily for seven-day periods at baseline (week zero), during the intervention (weeks one, three, five, and seven), and after the intervention (week eight). During the eight-week intervention, vibration-group participants were notified by a vibration through the monitor whenever continuous sedentary time reached ≥30 min; they also received weekly reports of their sedentary patterns. Control-group participants did not receive feedback. The primary outcome was change in total sedentary time. Changes in longer bouts of sedentary time (≥35 min) were also assessed. No significant difference was found in the change in total sedentary time (control: −17.5 min/9 h, vibration: −9.1 min/9 h; p = 0.42). Although no significant differences were observed in sedentary time in longer bouts, vibration-group participants exhibited significantly lower sedentary time (–21.6 min/9 h, p = 0.045). Thus, vibration feedback does not appear to offer any advantages in reducing total sedentary time. Full article
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9 pages, 329 KiB  
Article
Effects of School-Based Exergaming on Urban Children’s Physical Activity and Cardiorespiratory Fitness: A Quasi-Experimental Study
by Sunyue Ye, Zachary C. Pope, Jung Eun Lee and Zan Gao
Int. J. Environ. Res. Public Health 2019, 16(21), 4080; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph16214080 - 23 Oct 2019
Cited by 19 | Viewed by 3176
Abstract
Background: Modern-day technology is appealing to children. Few studies, however, have conducted longitudinal analyses of a school-based exergaming program’s effect on physical activity (PA) behaviors and fitness in children. Therefore, this study examined the longitudinal effect of an 8-month school-based exergaming intervention on [...] Read more.
Background: Modern-day technology is appealing to children. Few studies, however, have conducted longitudinal analyses of a school-based exergaming program’s effect on physical activity (PA) behaviors and fitness in children. Therefore, this study examined the longitudinal effect of an 8-month school-based exergaming intervention on children’s objectively-measured PA and cardiorespiratory fitness (CRF). Materials and Methods: Eighty-one fourth grade students ( X ¯ age = 9.23 ± 0.62; 39 girls; 54.3% African American, 30.9% Non-Hispanic White, 14.8% other) participated in this study from 2014–2015. The intervention school’s children participated in a once-weekly 50-min exergaming intervention during recess throughout the school year, while the control school continued regular recess. Children’s in-school PA and sedentary behavior (SB) were measured with ActiGraphGT3X+ accelerometers, with CRF assessed via the half-mile run. All measurements were taken at baseline, mid-intervention (four months) and post-intervention (eight months). Repeated-measures two-way ANCOVAs using age and race as covariates were conducted to examine between-school differences over time for SB, light PA (LPA), moderate-to-vigorous PA (MVPA), and CRF. Results: Significant time by group interactions were observed for LPA, F(1, 79) = 7.82, η2 = 0.09, p < 0.01, and MVPA, F(1, 79) = 4.58, η2 = 0.06, p < 0.05, as LPA increased among the control group, while MVPA increased among intervention group. Children in both groups experienced decreased SB during the intervention (intervention: −7.63 min; control: −17.59 min), but demonstrated lower CRF over time (intervention: +46.73 s; control: +61.60 s). Conclusions: Observations suggested that school-based exergaming implementation may be effective in increasing children’s MVPA and decreasing their SB over the course an academic year (i.e., ~eight months). More research is needed, however, to discern how modifications to school-based exergaming might also promote improved CRF in children. Full article
12 pages, 853 KiB  
Article
The Importance of Self-Monitoring for Behavior Change in Youth: Findings from the SWITCH® School Wellness Feasibility Study
by Gabriella M. McLoughlin, Richard R. Rosenkranz, Joey A. Lee, Maren M. Wolff, Senlin Chen, David A. Dzewaltowski, Spyridoula Vazou, Lorraine Lanningham-Foster, Douglas A. Gentile, Marisa S. Rosen and Gregory J. Welk
Int. J. Environ. Res. Public Health 2019, 16(20), 3806; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph16203806 - 10 Oct 2019
Cited by 16 | Viewed by 5007
Abstract
School Wellness Integration Targeting Child Health (SWITCH®) is a school wellness implementation initiative focused on building capacity for schools to plan and coordinate wellness programming. Grounded in Social Cognitive Theory (SCT), the purpose of this study was to evaluate the utility [...] Read more.
School Wellness Integration Targeting Child Health (SWITCH®) is a school wellness implementation initiative focused on building capacity for schools to plan and coordinate wellness programming. Grounded in Social Cognitive Theory (SCT), the purpose of this study was to evaluate the utility of the web-based, self-regulation system on physical activity (PA) behavior outcomes. At pre-test and post-test, students in SWITCH® schools (n = 8) completed the online Youth Activity Profile (YAP) to assess PA and sedentary behavior (SB). Students (n = 513) were categorized into high or low self-monitoring groups (using a median split) based on their use of the web-based self-regulation platform. Linear mixed models were used to assess differences in moderate-to-vigorous PA (MVPA) and sedentary behavior, with school, classroom, student, time-by-school, and time-by-classroom random effects and main and interaction fixed effects for student self-monitoring, gender, and time. Significant self-monitoring-by-time interactions were observed for estimates of PA F(1, 477) = 5.55, p = 0.02 and SB F(1, 477) = 4.90, p = 0.03. Students in the high self-monitoring group had larger gains in PA per day and larger declines in hours per day of sedentary screen time behavior compared to students in the low self-monitoring group. These findings support the utility of web-based self-regulation for facilitating PA change in youth. Full article
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21 pages, 1301 KiB  
Article
Use of Wearable Technology and Social Media to Improve Physical Activity and Dietary Behaviors among College Students: A 12-Week Randomized Pilot Study
by Zachary C. Pope, Daheia J. Barr-Anderson, Beth A. Lewis, Mark A. Pereira and Zan Gao
Int. J. Environ. Res. Public Health 2019, 16(19), 3579; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph16193579 - 25 Sep 2019
Cited by 55 | Viewed by 12605
Abstract
College students demonstrate poor physical activity (PA) and dietary behaviors. We evaluated the feasibility of a combined smartwatch and theoretically based, social media-delivered health education intervention versus a comparison on improving college students’ health behaviors/outcomes. Thirty-eight students (28 female; Xage = 21.5 [...] Read more.
College students demonstrate poor physical activity (PA) and dietary behaviors. We evaluated the feasibility of a combined smartwatch and theoretically based, social media-delivered health education intervention versus a comparison on improving college students’ health behaviors/outcomes. Thirty-eight students (28 female; Xage = 21.5 ± 3.4 years) participated in this two-arm, randomized 12-week pilot trial (2017–2018). Participants were randomized into: (a) experimental: Polar M400 use and twice-weekly social cognitive theory- and self-determination theory-based Facebook-delivered health education intervention; or (b) comparison: enrollment only in separate, but content-identical, Facebook intervention. Primary outcomes pertained to intervention feasibility. Secondary outcomes included accelerometer-estimated PA, physiological/psychosocial outcomes, and dietary behaviors. Intervention adherence was high (~86%), with a retention of 92.1%. Participants implemented health education tips 1–3 times per week. We observed experimental and comparison groups to have 4.2- and 1.6-min/day increases in moderate-to-vigorous PA (MVPA), respectively, at six weeks—partially maintained at 12 weeks. In both groups, similarly decreased body weight (experimental = −0.6 kg; comparison = −0.5 kg) and increased self-efficacy, social support, and intrinsic motivation were observed pre- and post-intervention. Finally, we observed small decreases in daily caloric consumption over time (experimental = −41.0 calories; comparison = −143.3). Both interventions were feasible/of interest to college students and demonstrated initial effectiveness at improving health behaviors/outcomes. However, smartwatch provision may not result in an additional benefit. Full article
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Review

Jump to: Research

17 pages, 450 KiB  
Review
Effect of Active Video Games on Healthy Children’s Fundamental Motor Skills and Physical Fitness: A Systematic Review
by Wenxi Liu, Nan Zeng, Daniel J. McDonough and Zan Gao
Int. J. Environ. Res. Public Health 2020, 17(21), 8264; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17218264 - 09 Nov 2020
Cited by 9 | Viewed by 4736
Abstract
Objective: The present study aimed to synthesize the most updated literature regarding the casual evidence of the effects of active video games (AVGs) on fundamental motor skills (FMS; locomotor skills and object control skills) and physical fitness among healthy children. Methods: [...] Read more.
Objective: The present study aimed to synthesize the most updated literature regarding the casual evidence of the effects of active video games (AVGs) on fundamental motor skills (FMS; locomotor skills and object control skills) and physical fitness among healthy children. Methods: Electronic databases were searched through October 2020. Peer-reviewed randomized control trials (RCTs) and quasi-experimental designs examining the effectiveness of AVGs on FMS and physical fitness development among healthy children (3–12 years) were screened. Results: A total of nine RCTs and one quasi-experimental study were included. Of the five studies examining the effect of AVGs on FMS, two reported significant improvements, while three reported no significant improvements in motor skills development as compared to control. Of the five studies assessing the effects of AVGs on physical fitness, four reported significant improvements in physical fitness such as balance, agility, and speed, whereas one reported significant improvements in skill-related executive function, but not in physical competence. Conclusions: Overall, the current available evidence supports AVGs as an effective means to improve physical fitness, such as balance, postural stability, and agility, among healthy children. However, the findings of AVGs on healthy children’s object control and locomotor skills remain inconclusive. Full article
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17 pages, 609 KiB  
Review
The Effectiveness of Virtual Reality Exercise on Individual’s Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review
by Jiali Qian, Daniel J. McDonough and Zan Gao
Int. J. Environ. Res. Public Health 2020, 17(11), 4133; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph17114133 - 10 Jun 2020
Cited by 118 | Viewed by 12968
Abstract
Objective purpose: This review synthesized the literature examining the effects of virtual reality (VR)-based exercise on physiological, psychological, and rehabilitative outcomes in various populations. Design: A systematic review. Data sources: 246 articles were retrieved using key words, such as “VR”, “exercise intervention”, “physiological”, [...] Read more.
Objective purpose: This review synthesized the literature examining the effects of virtual reality (VR)-based exercise on physiological, psychological, and rehabilitative outcomes in various populations. Design: A systematic review. Data sources: 246 articles were retrieved using key words, such as “VR”, “exercise intervention”, “physiological”, “psychology”, and “rehabilitation” through nine databases including Academic Search Premier and PubMed. Eligibility criteria for selecting studies: 15 articles which met the following criteria were included in the review: (1) peer-reviewed; (2) published in English; (3) randomized controlled trials (RCTs), controlled trials or causal-comparative design; (4) interventions using VR devices; and (5) examined effects on physiological, psychological, and/or rehabilitative outcomes. Descriptive and thematic analyses were used. Results: Of the 12 articles examining physiological outcomes, eight showed a positive effect on physical fitness, muscle strength, balance, and extremity function. Only four articles examined the effects on psychological outcomes, three showed positive effects such that VR exercise could ease fatigue, tension, and depression and induce calmness and enhance quality of life. Nine articles investigated the effects of VR-based exercise on rehabilitative outcomes with physiological and/or psychological outcomes, and six observed significant positive changes. In detail, patients who suffered from chronic stroke, hemodialysis, spinal-cord injury, cerebral palsy in early ages, and cognitive decline usually saw better improvements using VR-based exercise. Conclusion: The findings suggest that VR exercise has the potential to exert a positive impact on individual’s physiological, psychological, and rehabilitative outcomes compared with traditional exercise. However, the quality, quantity, and sample size of existing studies are far from ideal. Therefore, more rigorous studies are needed to confirm the observed positive effects. Full article
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13 pages, 1449 KiB  
Review
The Rehabilitative Effects of Virtual Reality Games on Balance Performance among Children with Cerebral Palsy: A Meta-Analysis of Randomized Controlled Trials
by Jinlong Wu, Paul D. Loprinzi and Zhanbing Ren
Int. J. Environ. Res. Public Health 2019, 16(21), 4161; https://0-doi-org.brum.beds.ac.uk/10.3390/ijerph16214161 - 28 Oct 2019
Cited by 33 | Viewed by 8013
Abstract
This research aims to evaluate the effect of virtual reality (VR) games on balance recovery of children with cerebral palsy (CP) by quantitatively synthesizing the existing literature, and to further determine the impact of VR game intervention (the duration of each intervention, intervention [...] Read more.
This research aims to evaluate the effect of virtual reality (VR) games on balance recovery of children with cerebral palsy (CP) by quantitatively synthesizing the existing literature, and to further determine the impact of VR game intervention (the duration of each intervention, intervention frequency, intervention cycle, and total intervention time) on the balance recovery of children with CP. To this end, relevant literature up until 3 August 2019 was retrieved from Chinese databases (CNKI and Wanfang Data) and the databases in other languages (Web of Science, Pubmed, EBSCOhost, Informit, Scopus, Science Direct, and ProQuest), and bias analysis was conducted with the PEDro scale in this research. Randomized controlled trials (RCTs) were selected and underwent meta-analysis, and combined effect size was calculated with a random effects model. The results showed that VR games may improve the balance of children with CP (Hedge’s g = 0.29; 95% CI 0.10–0.48), and no significant influence of the intervention on balance of children with CP was shown in the subgroup analysis. In conclusion, VR games played a positive role in the improvement of balance of children with CP, but these results should be viewed with caution owing to current methodological defects (difference in measurement, heterogeneity of control groups, intervention combined with other treatments, etc.). Full article
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