2009
DOI: 10.1080/17477160802315002
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The feasibility of ambulatory screen time in children

Abstract: These data demonstrate that when given a walking media station, children can and will use it. Re-engineering regular walking into otherwise seated gaming minimizes disruption to normal routines and provides an innovative and creative opportunity for further investigation into the sustainability and clinical outcomes of reducing sitting time and increasing physical activity.

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Cited by 14 publications
(18 citation statements)
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“…Heart rate was significantly higher during gaming than rest. In another study, Mellecker et al (2009) [49] tested the feasibility of a newly developed walking media station they had created. This station was a treadmill with a screen attached.…”
Section: Resultsmentioning
confidence: 99%
“…Heart rate was significantly higher during gaming than rest. In another study, Mellecker et al (2009) [49] tested the feasibility of a newly developed walking media station they had created. This station was a treadmill with a screen attached.…”
Section: Resultsmentioning
confidence: 99%
“…with changes in food availability and with the seasons. NEAT changes across a person’s lifespan—compare the frenetic energy of a young child [103, 104] to the deliberate gait of an elderly person [45, 105]. The age-decline in NEAT has been linked to changes in telomere length [90].…”
Section: The Chair-locked Brainmentioning
confidence: 99%
“…Accelerometers and step counters are widely available and have been deployed, for example, in people's shoes and on their clothing, to not only measure but also help modulate physical activity and, thus, energy expenditure [33,54,55]. Gaming has been widely publicized and studied as a means for promoting activity, whereby the gaming environment becomes an active one replacing a sedentary one [56]. Games such as Dance Dance Revolution™ and the Wii™ are examples of activity-promoting gaming and games associated with proven increases in energy expenditure compared with traditional sedentary modes [57,58].…”
Section: Science-based Foundationmentioning
confidence: 99%
“…Gaming has been widely publicized and studied as a means for promoting activity, whereby the gaming environment becomes an active one replacing a sedentary one [56]. Games such as Dance Dance Revolution™ and the Wii™ are examples of activity-promoting gaming and games associated with proven increases in energy expenditure compared with traditional sedentary modes [57,58]. Interestingly and importantly, such approaches have yet to be proven to be associated with sustained and long-term changes in weight loss, although for some individuals this clearly does occur [59].…”
Section: Science-based Foundationmentioning
confidence: 99%