A PHP Error was encountered

Severity: Warning

Message: file_get_contents(https://...@pubfacts.com&api_key=b8daa3ad693db53b1410957c26c9a51b4908&a=1): Failed to open stream: HTTP request failed! HTTP/1.1 429 Too Many Requests

Filename: helpers/my_audit_helper.php

Line Number: 176

Backtrace:

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 176
Function: file_get_contents

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 250
Function: simplexml_load_file_from_url

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 3122
Function: getPubMedXML

File: /var/www/html/application/controllers/Detail.php
Line: 575
Function: pubMedSearch_Global

File: /var/www/html/application/controllers/Detail.php
Line: 489
Function: pubMedGetRelatedKeyword

File: /var/www/html/index.php
Line: 316
Function: require_once

Feasibility of an Active Game Program in a Dutch Pre-Vocational High School Setting. | LitMetric

Objective: This study examined the use of an active gaming program in a pre-vocational school over a 1-year period.

Subjects And Methods: Three hundred students (mean age, 13.3 years; range, 12-18 years) were invited to participate and exposed to the active game program called E-sportszone, in which they could participate during the school day and after school. Attendance to E-sportszone was assessed by objectively monitoring over a 1-year period and self-report. Questionnaires about E-sportszone attendance, physical activity (PA), and sedentary behavior and underlying psychosocial determinants were administered at baseline and after 1 year.

Results: Forty-two percent of the students attended the E-sportszone at least once. Attendance over the year varied from 1 day through 114 days (median, 3 days) with a peak during the E-sportszone marathon that was organized. Multivariate analysis showed boys used the E-sportszone more than girls (odds ratio [OR] 2.8) and older students were less likely to be users than younger students (OR 0.4). Furthermore, students who had a more positive attitude toward PA (OR 1.5) or who had higher scores on intention to use the E-sportszone (OR 1.5) were more likely to engage in active gaming than those who had lower scores.

Conclusions: A substantial group of at-risk students (i.e., high body mass index, low PA, and high level of sedentary behavior) used the E-sportszone at least once. However, frequency of usage was low, resulting in limited contribution to PA behavior. Long-term use was challenging, and future studies should focus on strategies to encourage continued use of active games in this type of pre-vocational school setting.

Download full-text PDF

Source
http://dx.doi.org/10.1089/g4h.2013.0047DOI Listing

Publication Analysis

Top Keywords

active game
8
game program
8
school setting
8
active gaming
8
pre-vocational school
8
e-sportszone
8
e-sportszone attendance
8
sedentary behavior
8
students
6
school
5

Similar Publications

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!