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Table 1 Design scheme

From: Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial

 

Measure moment

Measures

T0

T 1m

T 4m

T 10m

Anthropometrics

    

(Weight, height, waist and hip circumference, skinfolds)

x

 

x

x

Questionnaires

    

Time spent active and non-active gaming

x

x

x

x

Physical activity and sedentary screen time

x

x

x

x

Consumption of snacks and sugar sweetened beverages

x

x

x

x

Companions for active/non-active gaming

   

x

Game consoles and applications owned

x

x

x

x

Process evaluation (only in intervention group)

    

1) Adherence to the intervention

    

Usage of Move games

 

x

x

x

Reasons for not playing (the minimal of one hour per week)

 

x

x

x

2) Opinion of the Move games and the intervention

    

Enjoyment with respect to playing the Move games

 

x

x

x

Most played Move game

 

x

x

x

Most enjoying Move game

 

x

x

x

Ease of use

 

x

x

x

Perceived competence

 

x

x

x

Perceived physical exertion of playing Move games

   

x

Opinion on the amount of provided Move games

   

x

Self purchased Move game

   

x

3) Game context

    

Move game companions

   

x

Location of PlayStation Move console

   

x

4) Potential adverse effects (occurrence of injuries because of playing with the Move games)

   

x

5) Activity replacement

  

x

x

6) Intention to continue playing the Move games

   

x

  1. T 0 , Baseline measurement; T 1m , Measurement one month after baseline; T 4m , Measurement four months after baseline; T 10m , Measurement ten months after baseline.