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Can dance exergaming contribute to improving physical activity levels in elementary school children?
Abstract
Physically active video games that involve dancing are being marketed as possible forms of group physical activity (PA) in schools. However, the efficacy of a group video game dance intervention for reducing sedentary behaviour is unknown. The purpose of the present study was to compare before-school group video game dance interventions to a running club on changes in sedentary (SED) and moderate to vigorous physical activity (MVPA) time in 7 to 10-year-old children. For seven weeks, 88 subjects aged 7 to 10 years participated in a running club (RUN) twice weekly. For an additional seven weeks, subjects were randomly assigned to engage in a before school club and play WiiTM Just Dance (JD; n = 53) or Dance, Dance Revolution (DDR; n = 46). SED and MVPA time were assessed using accelerometry and compared to subjects with no intervention (NOPA; n = 45). Results indicated that MVPA time during the club meeting time was less in NOPA (5.2 ± 3.7 min.; p ≤ 0.05) than RUN (12.7 ± 11.4 min.), JD (9.6 ± 6.5 min.) or DDR (9.3 ± 4.6 min.). Total daily MVPA was not different between JD (118.9 ± 43.8 min.), RUN (105.1 ± 39.4 min.), DDR (94.5 ± 48.9 min.) or NOPA (95.8 ± 35.6 min.). The present study suggests that before-school running and group video game dance clubs increased MVPA compared to those who had no before-school PA. However, it appears that the children compensated for the additional PA by increasing SED behaviour throughout the remainder of the day.
Keywords: Accelerometer, active play, exercise, exergaming.