0000000000140367

AUTHOR

Patricia Escobar

Exergames on Line for Childhood Obesity: Using a Web Platform as an Ambulatory Program to Increase the Acceptance and Adherence to Physical Activity (PA)

Many initiatives exist to promote physical activity (PA) in children but dropouts are a very common outcome. Information and Communication Technologies (ICTs) are considered as useful tools to promote adherence in PA. This study analyzes the acceptance and adherence of an Internet-based exergame (MOVE-IT) to promote PA compared to a non-technological ambulatory intervention (NTI). The role of clinicians support is also analyzed. Thirty one obese children (9–15 aged) were asked to do an exercise routine (3 times/week along 3 months), using a pamphlet (NTI) or MOVE-IT web. In addition, MOVE-IT participants were divided into two groups, with and without (S-EBW/NS-EBW) weekly support. Results s…

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Using Virtual Reality to Distract Overweight Children from Bodily Sensations During Exercise

This study analyzes the potential of virtual reality (VR) to enhance attentional distraction in overweight children as they experience bodily sensations during exercise. It has been suggested that one reason why obese children stop exercising is the perception of bodily sensations. In a counterbalanced design, a total of 109 children (33 overweight, 10-15 years old) were asked to walk twice for 6 minutes on a treadmill under one of two conditions: (a) traditional condition (TC)-focusing their attention on their physical feelings and sensations or (b) distraction condition (DC)-focusing their attention on a virtual environment. Attentional focus during exercise, bad-good feeling states (pre-…

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Home-exercise Childhood Obesity Intervention: A Randomized Clinical Trial Comparing Print Versus Web-based (Move It) Platforms.

Abstract Purpose To compare the impact of adhering to a Mediterranean diet plus mixed physical exercise program (Move-It) implemented by means of printed instructions or via a web-platform (with or without e-mail support) on body composition, physical fitness, and blood pressure. Design and Methods Randomized clinical trial. Fifty-two overweight or obese Spanish children and adolescents were randomly assigned to the print-based (n = 18), Move-It (n = 18), or Move-It plus support (n = 16) intervention groups. Two-way mixed ANOVA tests were used to compare any changes between the groups in terms of percentage body fat, physical fitness (VO2peak), handgrip strength, and systolic and diastolic …

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Adolescent Motivation Toward Physical Exercise: The Role of Sex, Age, Enjoyment, and Anxiety

Physical exercise declines during adolescence due to several factors, such as lack of intrinsic motivation or enjoyment, high physical exercise anxiety, and so on. The objectives of this study were to validate the psychometric structure of the Behavioral Regulation in Exercise Questionnaire-2 to confirm the existence of five levels of motivation toward physical exercise in adolescent population, as well as to analyze the differences in motivation according to sex and age, and the role of age and sex in the relationship between motivation and enjoyment. To do so, 666 students between 10 and 16 years old completed the Behavioral Regulation in Exercise Questionnaire-2 and questionnaires relat…

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Competitive active video games: Physiological and psychological responses in children and adolescents

Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated.To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players.Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect,…

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