introduction obesity is the second leading preventable cause of death in the u.s. it is especially...

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Page 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
Page 2: 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

IntroductionIntroductionObesity is the second leading preventable cause Obesity is the second leading preventable cause of death in the U.S. It is especially prevalent of death in the U.S. It is especially prevalent among youth and college-aged students.among youth and college-aged students.11

Active vs. Sedentary lifestyles.Active vs. Sedentary lifestyles.22

The ACSM definition of a sedentary person The ACSM definition of a sedentary person engages in less than 150 minutes of exercise engages in less than 150 minutes of exercise per week, with exercise defined as activity in per week, with exercise defined as activity in which one’s heart rate is elevated to 60-85% of which one’s heart rate is elevated to 60-85% of its maximum.its maximum.33

Page 3: 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

IntroductionIntroductionResearch Problem:Research Problem:

The increasing rate of obesity and the The increasing rate of obesity and the motivational motivational factors behind habitual exercise.factors behind habitual exercise.

Research Questions:Research Questions:How can interactive games be used to motivate How can interactive games be used to motivate students to exercise?students to exercise?To what extent do interactive games increase To what extent do interactive games increase physical activity levels as compared to traditional physical activity levels as compared to traditional exercise or non-interactive video games?exercise or non-interactive video games?

We aim to secure an on-campus space for interactive We aim to secure an on-campus space for interactive gaming as exercise.gaming as exercise.

Page 4: 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

Literature ReviewLiterature Review

Energy Expenditure of Sedentary Screen Time Energy Expenditure of Sedentary Screen Time Compared with Active Screen Time for ChildrenCompared with Active Screen Time for Children

25 children25 childrenAged 8-12Aged 8-12EyeToy: 108% EE increaseEyeToy: 108% EE increaseDDR: 172% EE increaseDDR: 172% EE increase44

Page 5: 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

Literature ReviewLiterature Review

Energy Expended Playing Video Console Games: An Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?Opportunity to Increase Children’s Physical Activity?

21 children21 childrenAged 10-14Aged 10-14129-400% increase in energy expenditure129-400% increase in energy expenditureGames that involved more full body movement resulted in Games that involved more full body movement resulted in

greater energy expendituregreater energy expenditure55

Page 6: 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

Lit Review SignificanceLit Review Significance

Further articles were limited by sample of solely lean Further articles were limited by sample of solely lean childrenchildren6,76,7

No articles studied persons of age 18-23No articles studied persons of age 18-23

Studies involving sedentary children concluded active Studies involving sedentary children concluded active gaming to be similar to brisk walking or skipping.gaming to be similar to brisk walking or skipping.88

Page 7: 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

Research MethodologyResearch MethodologyMixed-MethodologyMixed-Methodology

SurveySurvey

Three questions pertaining to physical activityThree questions pertaining to physical activity

Used to spark interest in at least 60 individualsUsed to spark interest in at least 60 individuals

ExperimentExperiment

3 different groups of 20 members a piece3 different groups of 20 members a piece

Monitored exercise at Cole Field House, activity logsMonitored exercise at Cole Field House, activity logs

Measurements of BMI, resting heart rate, and parts of the Measurements of BMI, resting heart rate, and parts of the Presidential Challenge at start, middle, and end of a 6 week Presidential Challenge at start, middle, and end of a 6 week involvement periodinvolvement period

Page 8: 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

Analysis and ConclusionsAnalysis and ConclusionsConnections and correlations between Connections and correlations between

exercise exercise experience and physical improvementexperience and physical improvementDrawbacksDrawbacks

Large number of participants, difficult to recruit Large number of participants, difficult to recruit and retain subjects, invasive measurements and retain subjects, invasive measurements required, high cost of equipmentrequired, high cost of equipment

IncentivesIncentivesRaffleRaffle

Confounding variablesConfounding variablesConvenience of exercise facilities, genetics, Convenience of exercise facilities, genetics,

diet, diet, ability at activitiesability at activities

Research MethodologyResearch Methodology

Page 9: 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

ConclusionConclusionSummarySummary

We hope to draw similar conclusions to We hope to draw similar conclusions to other studies which other studies which support interactive support interactive gaming as gaming as an exercise tool, only this an exercise tool, only this time for college-aged time for college-aged students.students.88

Show that interactive gaming can be used Show that interactive gaming can be used to induce sedentary individuals to a to induce sedentary individuals to a

healthier, more active lifestyle.healthier, more active lifestyle.

Demonstrate that interactive gaming can Demonstrate that interactive gaming can have a greater reinforcement value for have a greater reinforcement value for

some people than does traditional exercise.some people than does traditional exercise.

Page 10: 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

ReferencesReferences1. Mokdad A, Marks J, Stroup D, Gerberding J. (2000). 1. Mokdad A, Marks J, Stroup D, Gerberding J. (2000). Actual causes of death in the United States,Actual causes of death in the United States,

2000. Journal of the American Medical Association. 291(10): 1238-1245.2000. Journal of the American Medical Association. 291(10): 1238-1245.2. 2. Obesity: preventing and managing the global epidemicObesity: preventing and managing the global epidemic. Geneva: World Health Organization, . Geneva: World Health Organization,

2000. 1-253.2000. 1-253.3. Amnerican College of Sports Medicine. 3. Amnerican College of Sports Medicine. Physical activity and public health guidelines. Physical activity and public health guidelines. 2007. 2007.

<http://www.acsm.org/AM/Template.cfm?Section=Home_Page&TEMPLATE=/CM/<http://www.acsm.org/AM/Template.cfm?Section=Home_Page&TEMPLATE=/CM/HTMLDisplay.cfm&CONTENTID=7764>.HTMLDisplay.cfm&CONTENTID=7764>.

4. Lanningham-Foster, Lorraine, Jensen, Teresa B., Foster, Randal C., Redmond, Aoife B., Walker, 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 Brian A., Heinz, Dieter, & Levine, James A. (2006). Energy Expenditure of Sedentary Screen Time Compared With Active Screen Time for ChildrenTime Compared With Active Screen Time for Children. Pediatrics. Pediatrics 118118, 1831-1835. , 1831-1835.

5, 8. 5, 8. Maddison, Ralph, Mhurchu, Cliona Ni, Jull, Andrew, Jiang, Yannan, Prapavessis, Maddison, Ralph, Mhurchu, Cliona Ni, Jull, Andrew, Jiang, Yannan, Prapavessis, Harry, & Rodgers, Anthony (2007). Energy Expended Playing Video Console Harry, & Rodgers, Anthony (2007). Energy Expended Playing Video Console Games: An Opportunity to Increase Children's Physical Activity?. Games: An Opportunity to Increase Children's Physical Activity?. Pediatric Exercise Pediatric Exercise Science.Science. 1919, 334-343., 334-343.

6. Wang, Xuewen, & Perry, Arlette C (2006). Metabolic and Physiologic Responses to 6. Wang, Xuewen, & Perry, Arlette C (2006). Metabolic and Physiologic Responses to Video Game Play in 7- 10 Year Old Boys. Video Game Play in 7- 10 Year Old Boys. Archives of Pediatric and Adolescent Archives of Pediatric and Adolescent MedicineMedicine. . 160160, 411-415., 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.

Page 11: 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

Questions???Questions???