To remove or to replace traditional electronic games? A crossover randomised controlled trial on the impact of removing or replacing home access to electronic games on physical activity and sedentary behaviour in children aged 10-12 years.
Objective: To evaluate the impact of (1) the removal of home access to traditional electronic games or (2) their replacement with active input electronic games, on daily physical activity and sedentary behaviour in children aged 10–12 years. Design: Crossover randomised controlled trial, over 6 mon...
| Main Authors: | Straker, Leon, Abbott, R., Smith, Anne |
|---|---|
| Format: | Journal Article |
| Published: |
B M J Group
2013
|
| Online Access: | http://hdl.handle.net/20.500.11937/38545 |
Similar Items
Rationale, design and methods for a randomised and controlled trial to investigate whether home access to electronic games decreases children's physical activity
by: Straker, Leon, et al.
Published: (2009)
by: Straker, Leon, et al.
Published: (2009)
Evidence-based guidelines for wise use of electronic games by children
by: Straker, Leon, et al.
Published: (2014)
by: Straker, Leon, et al.
Published: (2014)
Effects of home access to active videogames on child self-esteem, enjoyment of physical activity, and anxiety related to electronic games: results from a randomized controlled trial
by: Abbott, R., et al.
Published: (2014)
by: Abbott, R., et al.
Published: (2014)
A crossover randomised and controlled trial of the impact of active video games on motor coordination and perceptions of physical ability in children at risk of Developmental Coordination Disorder
by: Straker, Leon, et al.
Published: (2015)
by: Straker, Leon, et al.
Published: (2015)
Comparison of Compliance and Intervention Outcomes Between Hip- and Wrist-Worn Accelerometers During a Randomised Crossover Trial of an Active Video Game Intervention in Children.
by: Howie, Erin, et al.
Published: (2016)
by: Howie, Erin, et al.
Published: (2016)
Active-Input Provides More Movement and Muscle Activity During Electronic Game Playing by Children
by: Straker, Leon, et al.
Published: (2009)
by: Straker, Leon, et al.
Published: (2009)
An active video game intervention does not improve physical activity and sedentary time of children at-risk for developmental coordination disorder: A crossover randomized trial
by: Howie, Erin, et al.
Published: (2015)
by: Howie, Erin, et al.
Published: (2015)
Sedentariness and physical activity of children at school is an occupational health issue
by: Straker, Leon, et al.
Published: (2013)
by: Straker, Leon, et al.
Published: (2013)
Patterning of children's sedentary time at and away from school
by: Abbott, R., et al.
Published: (2013)
by: Abbott, R., et al.
Published: (2013)
Participatory workplace interventions can reduce sedentary time for office workers - A randomised controlled trial
by: Parry, Sharon, et al.
Published: (2013)
by: Parry, Sharon, et al.
Published: (2013)
Inaugural Lecture : Congenital limb deformity : replace, repair or remove
by: Ahmad Hata, Rasit
Published: (2016)
by: Ahmad Hata, Rasit
Published: (2016)
Rationale, design and methods for a randomised and controlled trial of the impact of virtual reality games on motor competence, physical activity, and mental health in children with developmental coordination disorder
by: Straker, Leon, et al.
Published: (2011)
by: Straker, Leon, et al.
Published: (2011)
The importance of virtual environments in the design of electronic games and their relevance to architecture.
by: Ahmad Rafi, M. E., et al.
Published: (2000)
by: Ahmad Rafi, M. E., et al.
Published: (2000)
Composing and realising a game-like performance for disklavier and electronics
by: Kallionpää, Maria, et al.
Published: (2017)
by: Kallionpää, Maria, et al.
Published: (2017)
Taking the Gamble: Local and Regional Policy Issues of Access to Electronic Gaming Machines (EGMs): A Case Study of Victoria, Australia
by: Pickernell, D., et al.
Published: (2013)
by: Pickernell, D., et al.
Published: (2013)
Gambling Revenues as a Public Administration Issue: Electronic Gaming Machines in Victoria
by: Pickernell, D., et al.
Published: (2013)
by: Pickernell, D., et al.
Published: (2013)
Sit-stand desks in call centres: Associations of use and ergonomics awareness with sedentary behavior
by: Straker, Leon, et al.
Published: (2013)
by: Straker, Leon, et al.
Published: (2013)
Total knee replacement: 12 years retrospective review
and experience
by: Zulkifly, Ahmad Hafiz, et al.
Published: (2011)
by: Zulkifly, Ahmad Hafiz, et al.
Published: (2011)
Understanding why an active video game intervention did not improve motor skill and physical activity in children with developmental coordination disorder: A quantity or quality issue?
by: Howie, Erin, et al.
Published: (2016)
by: Howie, Erin, et al.
Published: (2016)
The contribution of office work to sedentary behaviour associated risk
by: Parry, Sharon, et al.
Published: (2013)
by: Parry, Sharon, et al.
Published: (2013)
Capturing the pattern of physical activity and sedentary behavior: exposure variation analysis of accelerometer data
by: Straker, Leon, et al.
Published: (2014)
by: Straker, Leon, et al.
Published: (2014)
Selected traditional games create
enjoyment among children
by: Ibrahim, Nur Fasya
Published: (2014)
by: Ibrahim, Nur Fasya
Published: (2014)
Electronic science games used to enhance cognitive ability: opinion of design from personalization and adaptation
by: Wen, Dong, et al.
Published: (2021)
by: Wen, Dong, et al.
Published: (2021)
The effects of the removal of electronic devices for 48 hours on sleep in elite judo athletes
by: Dunican, I., et al.
Published: (2017)
by: Dunican, I., et al.
Published: (2017)
Can simulation replace part of clinical time? Two parallel randomised controlled trials
by: Watson, K., et al.
Published: (2012)
by: Watson, K., et al.
Published: (2012)
Top 12, but it's alright mate: now, it's time to focus on Asian Games
by: Paul, Rajes
Published: (2018)
by: Paul, Rajes
Published: (2018)
Special issue: Games and gaming in China
by: Liboriussen, Bjarke, et al.
Published: (2016)
by: Liboriussen, Bjarke, et al.
Published: (2016)
Can participatory workplace interventions aimed at changing sedentary time also reduce musculoskeletal symptoms in office workers?
by: Parry, Sharon, et al.
Published: (2013)
by: Parry, Sharon, et al.
Published: (2013)
The invention of Malaysian traditional game into mobile game apps: a case study of Tarik Upih / Ilinadia Jamil and Zainal Kadir
by: Jamil, Ilinadia, et al.
Published: (2015)
by: Jamil, Ilinadia, et al.
Published: (2015)
Consumers’ traditional attitude towards and electronic commerce
by: Hey, Yin Fong, et al.
Published: (2018)
by: Hey, Yin Fong, et al.
Published: (2018)
The Effect of Traditional Games and Free play on Motor Skills of Preschool Children
by: Tan, Jernice SY, et al.
Published: (2020)
by: Tan, Jernice SY, et al.
Published: (2020)
Active video games: An opportunity for enhanced learning and positive health effects?
by: Maddison, R., et al.
Published: (2013)
by: Maddison, R., et al.
Published: (2013)
Development of environmental friendly Electrical Conductive Adhesives (ECAS) as a replacement to lead based solder materials in electronic manufacturing industry
by: Lam, Wai Man
Published: (2011)
by: Lam, Wai Man
Published: (2011)
Testosterone replacement therapy in older male subjective memory complainers: Double-blind randomized crossover placebo-controlled clinical trial of physiological assessment and safety
by: Asih, P., et al.
Published: (2015)
by: Asih, P., et al.
Published: (2015)
Changing physical activity and sedentary behaviour in people with COPD
by: Cavalheri, Vinicius, et al.
Published: (2015)
by: Cavalheri, Vinicius, et al.
Published: (2015)
Mobile game for the elderly: Bundled Bingo Game
by: Chin, Yi Jia, et al.
Published: (2017)
by: Chin, Yi Jia, et al.
Published: (2017)
Archaeological Discovery, Game Genres, Game Mechanics
by: Champion, Erik
Published: (2016)
by: Champion, Erik
Published: (2016)
Locating the Game: Gaming Cultures in/and the Asia-Pacific
by: Hjorth, L., et al.
Published: (2009)
by: Hjorth, L., et al.
Published: (2009)
Social games and game-based revenue models
by: Balnaves, Mark, et al.
Published: (2016)
by: Balnaves, Mark, et al.
Published: (2016)
Game design analysis of the video game Abzu
by: Ruiz Leyva, Daniel
Published: (2017)
by: Ruiz Leyva, Daniel
Published: (2017)
Similar Items
-
Rationale, design and methods for a randomised and controlled trial to investigate whether home access to electronic games decreases children's physical activity
by: Straker, Leon, et al.
Published: (2009) -
Evidence-based guidelines for wise use of electronic games by children
by: Straker, Leon, et al.
Published: (2014) -
Effects of home access to active videogames on child self-esteem, enjoyment of physical activity, and anxiety related to electronic games: results from a randomized controlled trial
by: Abbott, R., et al.
Published: (2014) -
A crossover randomised and controlled trial of the impact of active video games on motor coordination and perceptions of physical ability in children at risk of Developmental Coordination Disorder
by: Straker, Leon, et al.
Published: (2015) -
Comparison of Compliance and Intervention Outcomes Between Hip- and Wrist-Worn Accelerometers During a Randomised Crossover Trial of an Active Video Game Intervention in Children.
by: Howie, Erin, et al.
Published: (2016)