Choice of interactive dance and bicycle games in overweight and nonoverweight youth.
BACKGROUND
Interactive video games are a popular alternative to physical activity in youth. One advancement in computer games are interactive games that use physical activity as a game playing controller, combining exercise and entertainment, or exertainment.


OBJECTIVE
This study tested the reinforcing value and activity levels of interactive dance and bicycle race games in 18 overweight and 17 nonoverweight 8- to 12-year-old youth.


METHODS
Reinforcing value was studied using a behavioral choice paradigm that provided children the opportunity to respond on progressive ratio schedules of reinforcement for a choice of either playing the video dance or bicycle game using a handheld video game controller or one of three options: dancing or bicycling alone, dancing or bicycling while watching a video, or playing the interactive dance or bicycle game. Reinforcing value was defined in relationship to the amount of responding children engaged in for either choice.


RESULTS
Results showed the interactive dance game was more reinforcing than dancing alone or dancing while watching the video (p = .003), but there was no difference across bicycling conditions. Nonoverweight youth were more active when given the opportunity to play the interactive dance game than overweight children (p = .05).


CONCLUSIONS
These results suggest that children may be motivated to be active when given the opportunity to play an interactive dance game.
Epstein
Leonard H
LH
Department of Pediatrics, State University of New York at Buffalo, NY 14214-3000, USA. LHENET@acsu.buffalo.edu
Beecher
Meghan D
MD
Graf
Jennifer L
JL
Roemmich
James N
JN
D001642:Bicycling / Q000523:psychology*; D015992:Body Mass Index; D002648:Child; D002755:Choice Behavior; D003615:Dancing / Q000523:psychology*; D005260:Female; D006801:Humans; D008297:Male; D009042:Motivation; D009043:Motor Activity; D050177:Overweight / Q000523:psychology*; D018910:Video Games