Individual Study / Garde et al.; Cyberpsychol Behav Soc Netw. 2016

Evaluation of a Novel Mobile Exergame in a School-Based Environment

Evaluation of a Novel Mobile Exergame in a School-Based Environment

Initiatives -
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

Population

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
  • United States of America
Ethnic Origin
Health Status

Recruitment

Sources of recruitment
  • 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
2012
End Date
2012
Data sources
  • Mobile data collection
    • Tablet/laptop
    • MobileKids Monster Manor (MKMM)