Budget Amount *help |
¥2,500,000 (Direct Cost: ¥2,500,000)
Fiscal Year 2003: ¥600,000 (Direct Cost: ¥600,000)
Fiscal Year 2002: ¥1,900,000 (Direct Cost: ¥1,900,000)
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Research Abstract |
Behavioral interventions have been generally effective in producing weight loss in obese children. We examined the validity and the problem of the exercise at home with dancing video-games. This preliminary study recruited six obese boys (mean age ; 10.4±0.7 years). The study length was over 4 month, including a month baseline phase and three months exercise phase. The exercise with the dancing video-game (FAMI-mat, Konami, Tokyo) of each participants was assessed using self-monitoring scale (Ratings of Perceived Exertion ; RPE) and an activity recorder (Lifecorder EX, Nihon Kohden, Tokyo). The participants carried out to play the dancing video-game about thirty minutes once a day and more than three times a week. The results showed that six boys had significantly decreased their obesity index (54.2±7.6% ; before,40.2±7.9% ; after) and their body fat rate (33.8±1.6% ; before, 30.4±2.1%;after). Playing dancing video-games at home was effective in increasing physical activity in obese children. Moreover, it was supposed to be one of the unique methods for prevention the onset of adult obesity. Now, more than twenty obese boys and girls participate in this study. We will measure other changes of eating behavior, clinical examination data, and body components.
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