Trial reportPloS one2015
Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.
Trial report in PloS one, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 23 papers, 10 of them syntheses that pooled 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.
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.
Who cites it
23 citing papers in PubMed, 10 syntheses or guidelines pooled it, 53 citations in OpenAlex.
- Pooled it
- Digital health, technology-driven or technology-assisted interventions for the management of obesity in children and adolescents.The Cochrane database of systematic reviews · 2025Pooled it
- The Effect of Exergaming on BMI and Fitness in Children and Adolescents With Obesity: A Systematic Review.Acta paediatrica (Oslo, Norway : 1992) · 2025Pooled it
- Interventions to prevent obesity in children aged 12 to 18 years old.The Cochrane database of systematic reviews · 2024Pooled it
- Exergames in Childhood Obesity Treatment: A Systematic Review.International journal of environmental research and public health · 2021Pooled it
- Harnessing technological solutions for childhood obesity prevention and treatment: a systematic review and meta-analysis of current applications.International journal of obesity (2005) · 2021Pooled it
- Effectiveness of Lifestyle Interventions for Prevention of Harmful Weight Gain among Adolescents from Ethnic Minorities: A Systematic Review.International journal of environmental research and public health · 2020Pooled it
- Environmental Interventions to Reduce the Consumption of Sugar-Sweetened Beverages: Abridged Cochrane Systematic Review.Obesity facts · 2020Pooled it
- Interventions for preventing obesity in children.The Cochrane database of systematic reviews · 2019Pooled it
- Environmental interventions to reduce the consumption of sugar-sweetened beverages and their effects on health.The Cochrane database of systematic reviews · 2019Pooled it
- Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial.International journal of environmental research and public health · 2021Trial
- Association of Screen Time Activities with Lifestyle Behaviors in Middle-School Children.Pediatric cardiology · 2026Article
- From "player" to "viewer": a survey on the willingness of video game players to alter their game consumption behavior.Frontiers in psychology · 2026Article
- Scoping review of interventions aimed at promoting healthy screen use among adolescents.BMJ open · 2025Article
- Mediating roles of weight stigma and physical activity avoidance in the associations between severity of gaming disorder and levels of physical activity among young adults.Journal of behavioral addictions · 2025Article
- The relationship between internet gaming disorder, sleeping quality, self-compassion, physical activity participation and psychological distress: A path analysis.Global mental health (Cambridge, England) · 2024Article
- Exergames to Limit Weight Gain and to Fight Sedentarism in Children and Adolescents with Obesity.Children (Basel, Switzerland) · 2023Review
- Interventions to prevent obesity in school-aged children 6-18 years: An update of a Cochrane systematic review and meta-analysis including studies from 2015-2021.EClinicalMedicine · 2022Article
- The influence of active video game play upon physical activity and screen-based activities in sedentary children.PloS one · 2022Article
- Potential health-related behaviors for pre-school and school-aged children during COVID-19 lockdown: A narrative review.Preventive medicine · 2021Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors at 3 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectiveThe aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight.
methodsWe assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted.
resultsThe control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period.
conclusionsThe active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group. The intervention did result in less self-reported sedentary screen time, although these results are likely biased by social desirability.
trial registrationDutch Trial Register NTR3228.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
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.