Parent and child physical activity levels are correlated, but are they interdependent? A dyadic version of the theory of planned behavior (TPB) was developed to investigate interdependence in the motivation and intention of parents and their children with overweight to engage in healthy physical coactivity (HPCA). Baseline measures of the TPB constructs (subjective norms, attitude, perceived behavior control, and intention) for both dyad members were used to predict parent-reports of their actual HPCA at 12 weeks using the actor-partner interdependence model. The sample included 65 mother-child dyads and 48 father-child dyads from 66 predominantly Caucasian families. In mother-child dyads, a positive attitude toward HPCA predicted each person's own intention to engage in HPCA (both actor effects). In addition, mother's perceived behavior control over HPCA predicted the child's intention to engage in HPCA (a partner effect). Mother's attitude toward HPCA also predicted mother-reported HPCA. In father-child dyads, perceived behavior control predicted each person's own intention to engage in HPCA (both actor effects). The child's intention was also predicted by the child's subjective norms (an actor effect) and the father's perceived behavior control (a partner effect). Only the child's perceived behavior control predicted father-reported HPCA. There is interdependence in the motivation to engage in HPCA because both parents' perceived behavior control predicted their child's intention. However, interventions targeting mother's attitude toward HPCA with her child and the child's perceived behavior control in relation to the father would be most likely to increase HPCA in the parent-child dyads of children with overweight. (PsycINFO Database Record
Videogames for health (video-G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population’s diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H. V ideogames have the ability to engage players in ways different from other media. About 29 percent of videogame players are 18 years old or younger. Games for health (G4H) are an exciting arena for scientific inquiry and a promising intervention modality. In ways unimaginable a generation ago, we are now using sophisticated technology for promoting and assessing health and well-being. Many G4H are built on platforms already familiar to players (such as personal computers, Web browsers, game consoles, and smartphones), making them readily accessible and easy to USDA/ARS Children’s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, Texas. Division of Psychological and Educational Services, Fordham University Graduate School of Education, New York, New York. Archimage, Inc., Houston, Texas. Department of Movement and Sports Sciences, Ghent University, Ghent, Belgium. play2PREVENT Lab, Department of Internal Medicine, Yale University School of Medicine, New Haven, Connecticut. Department of Psychology, University of Wisconsin, Madison, Wisconsin. Serious Games Institute, Coventry University, Coventry, United Kingdom. Departments of Communication Studies and Health Sciences, Northeastern University, Boston, Massachusetts. Department of Psychiatry, University of Massachusetts Medical Center, Worcester, Massachusetts. Centre for Physical Activity & Nutrition Research, School of Exercise and Nutrition Sciences, Faculty of Health, Deakin University, Melbourne, Australia. Schell Games, Pittsburgh, Pennsylvania. Department of Telecommunications, Information Studies and Media, Michigan State University, East Lansing, Michigan. Center for Health Promotion and Prevention Research, University of Texas School of Public Health, Houston, Texas. Department of Human Geography and Spatial Planning, Utrecht University, Utrecht, The Netherlands. Pennington Biomedical Research Center, Louisiana State University, Baton Rouge, Louisiana. The Center for Internet Addiction, Bradford, Pennsylvania. *Chair. Editor-in-Chief, Games for Health Journal. GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications Volume 4, Number 6, 2015 a Mary Ann Liebert, Inc. DOI: 10.1089/g4h.2015.0026 1 G4H-2015-0026-ver9-Baranowski_1P Type: white-paper G4H-2015-0026-ver9-Baranowski_1P.3d 07/13/15 3:42pm Page 1
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H.
Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.
Games for Health JournalVol. 3, No. 6 Book ReviewPlaying Smarter in a Digital World: A Guide to Choosing and Using Popular Video Games and Apps to Improve Executive Functioning in Children and TeensAnn E. MaloneyAnn E. MaloneySearch for more papers by this authorPublished Online:25 Nov 2014https://doi.org/10.1089/g4h.2014.0089AboutSectionsView articleView Full TextPDF/EPUB Permissions & CitationsPermissionsDownload CitationsTrack CitationsAdd to favorites Back To Publication ShareShare onFacebookTwitterLinked InRedditEmail View articleFiguresReferencesRelatedDetails Volume 3Issue 6Dec 2014 InformationCopyright 2014, Mary Ann Liebert, Inc.To cite this article:Ann E. Maloney.Playing Smarter in a Digital World: A Guide to Choosing and Using Popular Video Games and Apps to Improve Executive Functioning in Children and Teens.Games for Health Journal.Dec 2014.399-401.http://doi.org/10.1089/g4h.2014.0089Published in Volume: 3 Issue 6: November 25, 2014Online Ahead of Print:September 24, 2014PDF download
Although exergames have been demonstrated to induce moderate levels of physical activity (PA) if played as designed, there is conflicting evidence on use of exergaming leading to increased habitual PA. Exergames have increased PA in some home and school studies, but not others. Exergames have been used in community centers to good effect, but this has not generally been validated with research. PA from exergames may be enhanced by innovative use of sensors, "fun"-enhancing procedures, tailored messaging, message framing, story or narrative, goal setting, feedback, and values-based messaging. Research is needed on PA-enhancing procedures used within exergames for youth to provide a firmer foundation for the design and use of exergames in the future.
Journal of Child and Adolescent PsychopharmacologyVol. 24, No. 6 Letters to the EditorAripiprazole Decreases Irritability in 12 out of 14 Youth with Autism Spectrum DisordersAnn Maloney, Eric O. Mick, and Jean FrazierAnn Maloney, Eric O. Mick, and Jean FrazierPublished Online:19 Aug 2014https://doi.org/10.1089/cap.2013.0143AboutSectionsView articleView Full TextPDF/EPUB ToolsPermissionsDownload CitationsTrack CitationsAdd to favorites Back To Publication ShareShare onFacebookTwitterLinked InRedditEmail View articleFiguresReferencesRelatedDetailsCited BySystematic Review and Meta-analysis: Pharmacological and Non-pharmacological Interventions for Persistent Non-episodic IrritabilityJournal of the American Academy of Child & Adolescent PsychiatryPractitioner's review: medication for children and adolescents with autism spectrum disorder (ASD) and comorbid conditions23 June 2021 | neuropsychiatrie, Vol. 35, No. 3Rational Use of Medicines in the Provision of Medical Care for Children with Autism Spectrum DisordersПсихиатрия, психотерапия и клиническая психология, No. 4The psychopharmacology of autism spectrum disorder and Rett syndromeAripiprazole for autism spectrum disorders (ASD)26 June 2016 | Cochrane Database of Systematic Reviews, Vol. 75Translational Mouse Models of Autism: Advancing Toward Pharmacological Therapeutics Volume 24Issue 6Aug 2014 InformationCopyright 2014, Mary Ann Liebert, Inc.To cite this article:Ann Maloney, Eric O. Mick, and Jean Frazier.Aripiprazole Decreases Irritability in 12 out of 14 Youth with Autism Spectrum Disorders.Journal of Child and Adolescent Psychopharmacology.Aug 2014.357-359.http://doi.org/10.1089/cap.2013.0143Published in Volume: 24 Issue 6: August 19, 2014Online Ahead of Print:May 14, 2014PDF download
Videogames in general have been maligned for causing obesity because of their inherent sedentariness, whereas exergames have been both maligned for requiring low levels of activity and extolled for requiring physical activity to move game play along. The intensity and duration of physical activity resulting from exergame play have shown varying results, and they have been explored for use in obesity treatment and prevention, primarily among children. Other videogames have been developed and tested to help children change their diet and physical activity practices with various outcomes. As a field of inquiry, we are in the earliest stages of understanding how, or under what circumstances, videogames can influence all these behavioral and health outcomes. To deal with these complexities, we have assembled a group of investigators who have made important, but diverse, contributions to this research agenda and asked them to address five key child obesity-related issues in a Roundtable format. Brief biosketches are presented at the end of this article.
Repository Citation Maloney AE, Baluyot K, Hazzard L, Alderman C, George R, Noyes N, Bethea TC, Verdi M, Nahum M, Johnson JL, Hooper SR, Sikich L. (2013). A Pilot Study of Neuroplasticity Based Cognitive Remediation in Early Onset Psychosis. UMass Center for Clinical and Translational Science Research Retreat. https://doi.org/10.13028/e6g6-k761. Retrieved from https://escholarship.umassmed.edu/cts_retreat/ 2013/posters/30
Concerns over rising obesity rates and increased sedentary lifestyles are fueling interest in ways to increase physical activity, including video games. Videogames that encourage physical activity, called active video games or exergames, have the potential to increase daily physical activity and provide recommended vigorous activity. As a result, they may play an important role in the home, schools, after-school and community programs for contributing to weight loss, social interaction, family goal setting, and academic achievement. Here, the authors review the current state of research on exergames, make recommendations on best uses for implementing them in a variety of settings, and provide examples of how exergames have been used in a variety of settings.
Abstract Exergames, or games that encourage physical activity, have several documented benefits for users, including increase of daily physical activity, and the potential for game players to reach moderate and even vigorous levels of activity. In addition to physiological impacts, exergames can affect social and psychosocial attributes, such as interest in exergaming, adherence, and motivation. Although research on this new field is in the early stages, this chapter summarizes research findings, giving particular attention to exergaming’s potential in medical, school, and community programs. Based on that research and on their own experience in working with exergames users, the authors share recommendations on best uses of exergames, design guidelines for exergame developers, and areas for future research.
OBJECTIVE:The aim of our feasibility study was to examine the acceptability and utility of "Dance Dance Revolution" (DDR) (Konami of America, Redwood City, CA)) to increase physical fitness in 8-11-year-old black and Hispanic youth.SUBJECTS AND METHODS:Twenty-eight 4(th) and 5(th) grade children attending an afterschool program participated. Outcomes included physical activity, physical fitness, use of home DDR, survey of safety and acceptability, anthropometrics, and fasting metabolic profile measured at baseline, 12 weeks, and 30 weeks.RESULTS:At 12 weeks, physical fitness (maximum O2 uptake [VO2max]) increased by 4.9±9.9 percent and was sustained through 30 weeks, when the VO2max was 105.0±9.9 percent (range, 93.0-133.9 percent) of baseline values. Absolute VO2max increased by 2.97±4.99 mL/kg/minute (95% confidence interval 0.75-5.19, P=0.013). Participants maintained an average of 1.12 hours/day of increased movement to music. Trends suggested increased total moderate-vigorous physical activity, decreased light activity, and a modest increase in sedentary screen time. There were no significant changes in body mass index, fasting lipids, or glucose. Participants and parents approved of the activity.CONCLUSION:DDR appears feasible and acceptable to minority youth. DDR may increase moderate-vigorous physical activity and improve physical fitness in at-risk populations.
Second generation antipsychotics (SGAs) have been linked to metabolic and bone disorders in clinical studies, but the mechanisms of these side effects remain unclear. Additionally, no studies have examined whether SGAs cause bone loss in mice. Using in vivo and in vitro modeling we examined the effects of risperidone, the most commonly prescribed SGA, on bone in C57BL6/J (B6) mice. Mice were treated with risperidone orally by food supplementation at a dose of 1.25mg/kg daily for 5 and 8weeks, starting at 3.5weeks of age. Risperidone reduced trabecular BV/TV, trabecular number and percent cortical area. Trabecular histomorphometry demonstrated increased resorption parameters, with no change in osteoblast number or function. Risperidone also altered adipose tissue distribution such that white adipose tissue mass was reduced and liver had significantly higher lipid infiltration. Next, in order to tightly control risperidone exposure, we administered risperidone by chronic subcutaneous infusion with osmotic minipumps (0.5mg/kg daily for 4weeks) in 7week old female B6 mice. Similar trabecular and cortical bone differences were observed compared to the orally treated groups (reduced trabecular BV/TV, and connectivity density, and reduced percent cortical area) with no change in body mass, percent body fat, glucose tolerance or insulin sensitivity. Unlike in orally treated mice, risperidone infusion reduced bone formation parameters (serum P1NP, MAR and BFR/BV). Resorption parameters were elevated, but this increase did not reach statistical significance. To determine if risperidone could directly affect bone cells, primary bone marrow cells were cultured with osteoclast or osteoblast differentiation media. Risperidone was added to culture medium in clinically relevant doses of 0, 2.5 or 25ng/ml. The number of osteoclasts was significantly increased by addition in vitro of risperidone while osteoblast differentiation was not altered. These studies indicate that risperidone treatment can have negative skeletal consequences by direct activation of osteoclast activity and by indirect non-cell autonomous mechanisms. Our findings further support the tenet that the negative side effects of SGAs on bone mass should be considered when weighing potential risks and benefits, especially in children and adolescents who have not yet reached peak bone mass.
Background: Children need opportunities to have physical activity (PA). Using exergames could be a feasible and acceptable way to boost PA in middle schools. Our goal was to increase PA by 40 minutes per week and to determine how much time, if any, was spent in moderate-to-vigorous PA (MVPA).Subjects and Methods: Eighty-four middle school youth were in a pilot study for 20 weeks: half in the Generation Fit (GenFit) intervention group and half in the control group. The GenFit group played the exergame for the first 10 weeks (Session 1), and the control group joined from 10 to 20 weeks (Session 2). The main outcome was exergaming time per student per week.Results: Fifty-eight students completed the pilot after 26 youth at School C were excluded for administrative reasons. Of those remaining, 40 students at School A and 18 students at School B, the average age of the sample was 13.7 years (SD = 0.6), and average body mass index percentile was close to 70. During Session 1, the average dance time per child was 49 minutes per week, versus 54 minutes per week in Session 2. Mean body mass index percentile decreased by 5.6 for children who participated in GenFit, compared with 0.2 for children in the control group. At end point, accelerometers showed over half of the dance time was spent in MVPA. Qualitative data showed that most children found the exergame acceptable.Conclusions: A dance exergame in middle schools offered opportunities for PA. About half of the exergame time was spent in MVPA. Exergames may be feasible and acceptable in middle schools to boost PA, and access could provide a way for schools to support the health of students.
Psychotic symptoms presenting in youth can be clinically complex and require that a child and adolescent psychiatrist use significant skill in making a diagnosis and initiating treatment. There are a number of illnesses to rule out before making a diagnosis of early-onset schizophrenia in particular. Psychosis in youth has significant associated morbidity and places high demands not only on families but also on the medical and educational systems. More effective pharmacologic and nonpharmacologic treatments for psychosis are needed. Nonpharmacologic therapies targeting relatively treatment-resistant domains of dysfunction such as neurocognition are also necessary as adjunctive treatments to our extant pharmacologic agents.
Objective: Experts recommend that children engage in 60 minutes of daily moderate to vigorous PA (PA), but few meet these goals. Exergames like "Dance Dance Revolution'' (DDR) (Konami of America, Redwood City, CA) have the potential to provide PA. We sought to determine if DDR would boost PA among overweight or obese children.Subjects and Methods: Children over the 85th percentile for body mass index (BMI) and between 9 and 17 years old were randomly assigned to receive DDR+ pedometers (treatment group) or pedometers only (comparison group). PA levels were tracked for 12 weeks by self-report, pedometer, and accelerometer data.Results: Sixty-five families completed the study. The average BMI percentile of the participant was over 96 percent. Despite randomization, participants in the treatment (DDR) group were more often male, older, and heavier than participants in the comparison group. Self-reported frequency of moderate to vigorous PA increased significantly from baseline to 12 weeks for the treatment group and declined for the comparison group. Accelerometer results indicated a significant decline in moderate activity over time for the comparison group. However, there were no significant between-group differences based on the accelerometer or pedometer data.Conclusion: Based on self-report measures, DDR may have increased PA levels in obese and overweight children. However, we are led to question the validity of these results because analyses based on objective measures do not confirm them. Accelerometer results indicate that although DDR did not boost PA, it may have helped to slow the decline in moderate to vigorous PA over time.
OBJECTIVE:To increase opportunities for physical activity (PA) for children in children's homes, we used a "Dance Dance Revolution" (DDR) (Konami of America, Redwood City, CA) coaching protocol for 7- and 8-year-olds.SUBJECTS AND METHODS:We randomly assigned youth to either an Enhanced (coaching) or Basic (no coaching) group. A DDR prescription of 120 minutes/week was provided to 40 children. Motor learning principles guided the coaching protocol, provided by adult graduate students, which took place weekly during weeks 1-5. PA was measured with accelerometry, DDR logs, and Sony (New York, NY) Playstation(®)2 memory cards at baseline and at week 10.RESULTS:Total accelerometer-measured PA was not significantly different between the groups at baseline or week 10; however, vigorous PA increased significantly in both groups at week 10. DDR logs showed a large range from 0 to 660 minutes/week of dance time. Respective playing time for each week (1 and 10) averaged 149 and 64 minutes for the Basic group and 184 and 47 minutes for the Enhanced group. Coaching significantly increased DDR use patterns in this population of youngsters during weeks 1 through 5 (P<0.001).CONCLUSION:Adult coaching deserves further study to determine how to maintain high levels of participation in exergames for youth who live in an obesogenic environment.