Evidence map›Paper›PMID 23527520›Full record

ArticleHealth psychology : official journal of the Division of Health Psychology, American Psychological Association2014

Engagement, enjoyment, and energy expenditure during active video game play.

Elizabeth J Lyons, Deborah F Tate, Dianne S Ward, Kurt M Ribisl, J Michael Bowling, Sriram Kalyanaraman

Open access · greenAbstract read
In one paragraph

Article in Health psychology : official journal of the Division of Health Psychology, American Psychological Association, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 34 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
34citing papers in PubMed, 3 pooled it
8.9field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

34 citing papers in PubMed, 3 syntheses or guidelines pooled it, 132 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 3 institutions in 3 countries.

Elizabeth J LyonsDepartment of Health Behavior, The University of North Carolina.
Deborah F TateDepartment of Health Behavior, The University of North Carolina.
Dianne S WardDepartment of Nutrition, The University of North Carolina.
Kurt M RibislDepartment of Health Behavior, The University of North Carolina.
J Michael BowlingDepartment of Health Behavior, The University of North Carolina.
Sriram KalyanaramanSchool of Journalism and Mass Communication, The University of North Carolina.
Department of Health · ZANorth Carolina School of Science and Mathematics · USNutrition 21 (United States) · US

Funding

UTMB OAIC Research Education Component (REC)P30AG024832 · NIA · UNIVERSITY OF TEXAS MEDICAL BR GALVESTON · PI JAMES S. GOODWIN, MD, MELISSA M. MORROW · 2005 to 2026
$26.7M
UTMB WOMEN'S HEALTH RESEARCH SCHOLARS PROGRAMK12HD052023 · NICHD · UNIVERSITY OF TEXAS MEDICAL BR GALVESTON · PI BERENSON, ABBEY B · 2005 to 2023
$8.1M
LINEBERGER CANCER CONTROL EDUCATION PROGRAMR25CA057726 · NCI · UNIV OF NORTH CAROLINA CHAPEL HILL · PI EARP, JO ANNE L, RIBISL, KURT M. · 1992 to 2016
$8.0M
Cancer Control Education ProgramT32CA057726 · NCI · UNIV OF NORTH CAROLINA CHAPEL HILL · PI Melissa B Gilkey, Melissa A. Troester · 2017 to 2026
$3.7M
NCI NIH HHS CA57726NCI NIH HHS R25 CA057726NCI NIH HHS T32 CA057726NIA NIH HHS P30 AG024832NICHD NIH HHS K12 HD052023
6 · The paper itself

Abstract

objectivePlaying active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games.

methodYoung adults aged 18-35 (N = 97, 50 female) < 300 pounds played a Dance Dance Revolution game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis.

resultsA path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA < .001; 90% CI = .000-.206; p = .692. Enjoyment mediated the relationship between engagement and energy expenditure (indirect effect = .138, p = .028), but other mediated effects were not significant.

conclusionEngagement, enjoyment, and BMI affect energy expended during active video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games.

Indexed as

Interpersonal RelationsPersonal SatisfactionAdolescentAdultBody Mass IndexCalorimetry, IndirectDancingEnergy MetabolismFemaleHealth PromotionHumansMalePhysical FitnessPsychometricsSedentary BehaviorSurveys and Questionnaires

Identifiers

PMID23527520
PMCPMC4100462
OpenAlexW2009918413

What OpenQuestion holds

Textmetadata
LicenceTDM
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.