Active Game-Based Solutions for the Treatment of Childhood Obesity
Abstract
:1. Introduction
2. Related Works
3. Active Game-Based Solutions Based on Kinect and Biometric Sensors
3.1. TANGO:H Web Designer
- (a)
- Menu bar: Executes the actions on the exercise file and the editor configuration.
- (b)
- Exercise panel: Visualizes the outline of an exercise, allowing navigation through its components and performing actions on each of its elements.
- (c)
- Target panel: View and edit the properties of the selected target.
- (d)
- Available objectives panel: Contains objectives that can be used in creating an exercise.
- (e)
- Design panel: Component where the exercise is designed, allowing the dragging of objectives to this panel.
- New. Create a new exercise. It directs the user to the selection window.
- Open. Opens an exercise from a file and loads it into the application. Only the exercises that belong to the user will be displayed.
- Save. It saves the current exercise.
- Objectives manager. Accesses the objective image management window.
- Sound manager. A sound management window is accessed.
- Background manager. The window for managing backgrounds is accessed.
- Languages. Selects the language preferences for the application.
- Information on the exercise. On the right side of the menu bar, information about the exercise being edited is displayed. Clicking on this information will open a window where the exercise’s name and description can be modified.
- Add new components. A set of controls located at the top of the panel. These enable the addition of a new step or phase. For cognitive exercises, the concept phase will not be used; each step will contain a set of objectives to be achieved.
- Step properties. In the lower part of the panel, there is a formula in which the selected Step properties are shown and edited. Here, the name, description, title, and audio file for the step can be edited.
- Target and color. The upper part of the panel shows the target’s image, surrounded by a frame of the associated color.
- Contact points. The assignment of contact points to the lens is made on the character image shown at the bottom of the panel. The selected contact points are shaded with the color associated with the target. It is possible to update the behavior of the target using the controls located on the image.
- Sound of the target. At the bottom of the panel, there is a set of controls that facilitate sound to the target.
- Delete a lens. The control in the upper right corner of the panel allows the target to be removed from the exercise.
- Insert target. To add a lens to the exercise, the desired image is dragged from the panel of available lenses to the day panel.
- Select a target (or several). A target is selected by clicking on it with the mouse. To select several targets at once, the “Ctrl” key is held while each of the desired targets are selected.
- Move one target. To move a target, it must be double-clicked and moved with the cursor around the Design Panel.
- New step. It will add a new step to the structure of the exercise.
- Delete step. It will remove the current step from the exercise.
- Phase properties. It will access the properties of the selected phase.
- Matching (only for cognitive matching exercises). Allows pairing two selected objectives.
3.2. Exergame with Sensory Integration of Biometric Signals
(1 − sex) * (−20.402 + 0.4472 * HR−0.1263 * weight + 0.074 * age) kJ/min
- Jump. The central hip joint is raised above 12 cm from its previous position within 1.5 s.
- Squat. The center hip joint is lowered by six inches from its previous position in a 1.5 s interval.
- Lateral jumps. Starting from a position with the feet together (distance between the joints of the feet less than 30 cm) and finishing in this same position but having moved 25 cm to the right or left, depending on the response.
- Punch. The left or right hands advance in an interval of 1.5 s.
- Heart Rate: Located in the upper right corner, it indicates the user’s heart rate, which changes color from blue to red depending on the range of heartbeats.
- Calories: Indicates the accumulated energy consumption since the beginning of the game and are based in the energy expenditure estimation explained above.
- Score: Fraction that indicates the number of objects drawn or destroyed satisfactorily concerning the total number of objects that have appeared.
- Time Left: Time to analyze the game.
- Cylinders (“logs” or “barrels”): dodge by jumping.
- Blocks: destroy by frontal hit (punch).
- Shurikens: dodging by squats.
- Spheres: destroy by lateral jumps. They are presented in series and always appear in front of the user.
4. Method
4.1. Participants
4.2. Instruments
- Biomedical area (pediatrics, nutrition, nursing)
- ➢
- Variables: age, weight, height, BMI, skin folds, body perimeters, percentiles, blood pressure, and analytical parameters
- ➢
- Instruments: weight, height meter, BMI formula, lipo calibre, inextensible tape measure, growth curve, sphygmomanometer, and blood analysis.
- Psychological and psycho-pedagogical area:
- ➢
- Variables to be measured in children: evaluation of emotions resulting from human–computer interaction-observational measures; interpersonal relationships, relationships with parents, self-esteem, and self-confidence; knowledge and attitudes about healthy living habits and active video games.
- ➢
- Instruments:
- -
- EMODIANA [34]. An instrument which allows measuring 10 basic emotions, represented with different expressions of a character associated with their corresponding labels, adjusted to children’s language. It is used during group intervention sessions.
- -
- BASC (Behavior Assessment System for Children and Adolescents) [35]. This is a multidimensional questionnaire which measures numerous aspects of behavior and personality.
- -
- Adaptation of the questionnaire on Physical-Sports Activity and Health-Wellness [36].
- -
- Player profile test. Adaptation of the questionnaire on use and attitudes towards video games [37].
- -
- Mediterranean Diet Quality Index—KIDMED Questionnaire (Mediterranean Diet Quality Index for children and teenagers) [38].
- -
- Questionnaires for children and parents ad hoc. Items to collect information about the intervention carried out during the project.
4.3. Procedure
5. Results
5.1. Perceived Variables Related to Active Video Games
- What I learned (50%);
- Play (58.3%);
- Do physical activity (25%);
- Earn qualifying points (41.7%);
- Being with colleagues (50%);
- Being with the professionals (8.3%);
- Improve my lifestyle (25%).
- It was fun (58.3%);
- Do physical activity (25%);
- That it was mandatory (8.3%);
- Other (8.3%).
- -
- The games and being with the companions;
- -
- Because I had fun games;
- -
- Improve my sessions and have a lot of fun;
- -
- That I learned new things and had fun with all;
- -
- To play;
- -
- That I played and sweated and had a lot of fun;
- -
- We learned;
- -
- The games;
- -
- Everything we did;
- -
- The games were fun;
- -
- That I had fun and had more friends to play;
- -
- TANGO:H;
- -
- The games we made.
5.2. Emotions Related to the Intervention
5.3. Anthropometric Variables Related to Obesity
5.4. Healthy Habits
6. Discussion
7. Conclusions
- -
- The creation of a web-based solution for creating active video games: TANGO:H designer, which allows for designing games in the cloud, and then be downloaded to be used with the Kinect sensor.
- -
- The creation of a heart rate-controlled exergame that uses biometric sensors and the Kinect sensor.
- -
- An educational intervention program approach to childhood obesity using commercially available active video games created by the research group, both at home and in weekly group sessions.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Zone | Range | Characteristics |
---|---|---|
1 | 50–60% HRmax | Low intensity. Indicated for heating and recovery after exercise. |
2 | 60–70% HRmax | Moderate intensity. Zone indicated for the increased metabolism of adipose tissue. |
4 | 80–90% HRmax | Aerobic limit. |
5 | 90–100% HRmax | Beginning of the anaerobic training zone (oxygen deficit). |
Variables | Pre-Test | Post-Test | |||
---|---|---|---|---|---|
Median | SD | Median | SD | ||
Age | Experimental Group | 9.275 | 1.745 | 9.23 | 2.03 |
Control Group | 9.38 | 1.585 | 9.65 | 1.44 | |
Weight | Experimental Group | 60.615 | 13.95 | 58.915 | 11.435 |
Control Group | 55.865 | 10.69 | 56.335 | 7.575 | |
Height | Experimental Group | 1.425 | 0.115 | 1.435 | 0.115 |
Control Group | 1.445 | 0.11 | 1.465 | 0.09 | |
BMI | Experimental Group | 29.62 | 4.73 | 28.3 | 3.51 |
Control Group | 26.675 | 3.065 | 25.99 | 2.32 | |
Waist-to-hip ratio | Experimental Group | 0.98 | 0.055 | 0.995 | 0.07 |
Control Group | 0.91 | 0.15 | 1.55 | 2.28 |
Group | Stage | KIDMED Index |
---|---|---|
Experimental Group Min = 5.00 Max = 11.00 | Pre-test | 7.67 |
Control Group Min = 4.00 Max = 11.00 | Pre-test | 7.11 |
Experimental Group Min = 5.00 Max = 10.00 | Post-test | 7.65 |
Control Group Min = 5.00 Max = 10.00 | Post-test | 6.78 |
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González-González, C.S.; Gómez del Río, N.; Toledo-Delgado, P.A.; García-Peñalvo, F.J. Active Game-Based Solutions for the Treatment of Childhood Obesity. Sensors 2021, 21, 1266. https://doi.org/10.3390/s21041266
González-González CS, Gómez del Río N, Toledo-Delgado PA, García-Peñalvo FJ. Active Game-Based Solutions for the Treatment of Childhood Obesity. Sensors. 2021; 21(4):1266. https://doi.org/10.3390/s21041266
Chicago/Turabian StyleGonzález-González, Carina S., Nazaret Gómez del Río, Pedro A. Toledo-Delgado, and Francisco José García-Peñalvo. 2021. "Active Game-Based Solutions for the Treatment of Childhood Obesity" Sensors 21, no. 4: 1266. https://doi.org/10.3390/s21041266
APA StyleGonzález-González, C. S., Gómez del Río, N., Toledo-Delgado, P. A., & García-Peñalvo, F. J. (2021). Active Game-Based Solutions for the Treatment of Childhood Obesity. Sensors, 21(4), 1266. https://doi.org/10.3390/s21041266