The purpose is to evaluate the feasibility of a 12-week exergaming dance program for adolescent girls. This study combines dancing, video games, and a full body work-out to test if video games can increase physical activity and promote healthy weight in adolescent girls. We hypothesize that girls who play the dance exergames, versus those in the control group, will lose weight, decrease body fat and visceral fat, improve cardiovascular health, increase physical activity, and improve psychosocial health including self-confidence and quality of life.
Klub Kinect will last about 14 weeks for each participant. The program begins with a 3.5 hour clinic visit, the intervention lasts for 12 weeks, and the participant comes in for a final 3.5 hour clinic visit.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
DOUBLE
Enrollment
41
Dance Central and Just Dance are a series of rhythm games developed by Harmonix Music Systems exclusively for the Xbox 360 Kinect. The Dance Central suite of games (Dance Central 1, 2, and 3) and Just Dance will be played on the Xbox 360+ Kinect gaming console, which employs whole body movement using an infrared sensor that tracks body movements such that an external controller device is not required. The player performs dance moves demonstrated by on-screen characters and set to popular music, with a choice of over 650 dance moves, 90 dance routines, and over 300 songs. The exergaming condition will wear a pedometer to record total steps during game play, and they will participate in private weigh-ins at each session to track body weight over the 12-week intervention.
Pennington Biomedical Research Center
Baton Rouge, Louisiana, United States
Change in Body Fat
Assessed by dual energy x-ray absorptiometry
Time frame: Baseline clinic visit (week 0) and final clinic visit (week 13)
Change in Visceral Adiposity
Assessed by magnetic resonance imaging
Time frame: Baseline clinic visit (week 0) and final clinic visit (week 13)
Change in Resting Systolic Blood Pressure Percentile
Resting systolic blood pressure percentile
Time frame: Baseline clinic visit (week 0) and final clinic visit (week 13)
Feasibility (Adherence)
Attendance to exergaming intervention
Time frame: 3 gaming sessions/week for 12 weeks
Change in Physical Activity
Actigraph accelerometer (7-day protocol using waking hours) and self-report instrument
Time frame: Baseline clinic visit (week 0) and final clinic visit (week 13)
The Friendship Quality Questionnaire to Measure Change in Peer Support From Baseline to Week 13.
The outcome is perceived peer conflict from the Friendship Quality Questionnaire, which is a 21-item self-report survey in which the participant answers questions about his or her best friend related to companionship, conflict, help/aid, security, and closeness, on a 5-point Likert scale. The survey is internally consistent, with α ranging from 0.71 to 0.86, and adequate criterion validity across sub-scales. The peer conflict sub-scale includes four questions and ranges from 4 to 20 points. A higher score indicates higher (worse) levels of peer conflict.
Time frame: Baseline clinic visit (week 0) and final clinic visit (week 13)
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Change From Baseline in Health-related Quality of Life
Self-report instrument to capture health-related quality of life (KIDSCREEN-10 Index). The scale ranges from 5 to 50, with a higher score indicating a better quality of life.
Time frame: Baseline clinic visit (week 0) and final clinic visit (week 13)
Change From Baseline in Self-efficacy Towards Exercise on the Self-Efficacy for Healthy Eating and Physical Activity Measure (SE-HEPA) at Week 13
SE-HEPA is a 13-item self-report survey with items based on a 5-point Likert scale. Possible scores range from 1 (Disagree a Lot) to 5 (Agree a Lot). The items are summed to a total score, and a higher score indicates a higher level of self-efficacy (range: 13 to 65). Results are reported as change scores from baseline.
Time frame: Baseline clinic visit (Week 0) and final clinic visit (Week 13)