Evaluation of a Novel Mobile Exergame in a School-Based Environment
Initiatives
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The aim of this study was to assess the impact of a new mobile exergame, MobileKids Monster Manor (MKMM), in a school-based setting.
Note: All published information has been collected from the article referenced in the Marker Paper box below. Therefore, there may be variations with more advanced versions of the study.
- Start Year
- 2012
Design
- Study design
- Clinical trial cohort
Marker Paper
Garde A, Umedaly A, Abulnaga SM, et al. Evaluation of a Novel Mobile Exergame in a School-Based Environment. Cyberpsychol Behav Soc Netw. 2016;19(3):186‐192. doi:10.1089/cyber.2015.0281
PUBMED 26882222
Number of participants
- Number of participants
- 42
- Number of participants with biosamples
Access
Availability of data and biosamples
Data | |
Biosamples | |
Other |
Timeline
healthy students
Forty-two healthy students (11.3 ± 1.2 years old and 0.28 ± 1.29 body-mass index [BMI] z-score) participated in a randomized 4-week crossover study to evaluate the game intervention.
Selection Criteria
- Newborns
- Twins
- Countries
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- United States of America
- Ethnic Origin
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- Health Status
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Recruitment
- Sources of recruitment
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- General population
Number of participants
- Number of participants
- 42
- Number of participants with biosamples
Data Collection Event
The impact of a new mobile exergame, MobileKids Monster Manor (MKMM), in a school-based setting was assess. MKMM, developed with input from youth to enhance physical activity, is wirelessly connected to an accelerometer-based activity monitor.
- Start Date
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2012
- End Date
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2012
- Data sources
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Mobile data collection
- Tablet/laptop
- MobileKids Monster Manor (MKMM)
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Mobile data collection