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The Influence of Active Gaming on Cardiorespiratory Fitness in Black and Hispanic Youth
Author(s) -
Flynn Rachel M.,
Staiano Amanda E.,
Beyl Robbie,
Richert Rebekah A.,
Wartella Ellen,
Calvert Sandra L.
Publication year - 2018
Publication title -
journal of school health
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.851
H-Index - 86
eISSN - 1746-1561
pISSN - 0022-4391
DOI - 10.1111/josh.12679
Subject(s) - cardiorespiratory fitness , overweight , physical fitness , poverty , physical activity , psychology , gerontology , physical activity level , cardiovascular fitness , multi stage fitness test , physical therapy , obesity , medicine , economics , economic growth
BACKGROUND Youth in the United States have low levels of cardiorespiratory fitness, a risk factor for childhood obesity. Lower levels of physical fitness for black and Hispanic youth contribute to health disparities. In this feasibility study, we examined active video games (AVGs) as a tool to improve fitness and attitudes toward physical activity during early adolescence. METHOD A 6‐week AVG program took place in a youth development program in a high‐poverty neighborhood in New York City. Youth aged 10 to 15 years (50% overweight or obese) participated in 2 fitness tests and completed surveys that captured barriers to physical activity pre‐ and postintervention. Each week, participants played Wii Fit games for 30 minutes. RESULTS Participants improved the number of sit‐ups and step‐ups they completed from pre‐ to postintervention (p < .05). Participants also increased their self‐efficacy, intention to exercise and perceived social support to exercise (p < .05). Youth reported a high level of enjoyment and perceived Wii Fit as ways to increase physical fitness and increase their physical activity. CONCLUSION AVGs may be a viable alternative exercise program to increase physical activity for black and Hispanic youth living in poverty‐impacted neighborhoods.