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Video Games (video + games)
Kinds of Video Games Selected AbstractsEffects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive MoodJOURNAL OF APPLIED SOCIAL PSYCHOLOGY, Issue 10 2001Michele J. Fleming This study investigated the relationship between violent video games and children's mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression. [source] Projecting 2D gene expression data into 3D and 4D spaceDEVELOPMENTAL DYNAMICS, Issue 4 2007Victor E. Gerth Abstract Video games typically generate virtual 3D objects by texture mapping an image onto a 3D polygonal frame. The feeling of movement is then achieved by mathematically simulating camera movement relative to the polygonal frame. We have built customized scripts that adapt video game authoring software to texture mapping images of gene expression data onto b-spline based embryo models. This approach, known as UV mapping, associates two-dimensional (U and V) coordinates within images to the three dimensions (X, Y, and Z) of a b-spline model. B-spline model frameworks were built either from confocal data or de novo extracted from 2D images, once again using video game authoring approaches. This system was then used to build 3D models of 182 genes expressed in developing Xenopus embryos and to implement these in a web-accessible database. Models can be viewed via simple Internet browsers and utilize openGL hardware acceleration via a Shockwave plugin. Not only does this database display static data in a dynamic and scalable manner, the UV mapping system also serves as a method to align different images to a common framework, an approach that may make high-throughput automated comparisons of gene expression patterns possible. Finally, video game systems also have elegant methods for handling movement, allowing biomechanical algorithms to drive the animation of models. With further development, these biomechanical techniques offer practical methods for generating virtual embryos that recapitulate morphogenesis. Developmental Dynamics 236:1036,1043, 2007. © 2007 Wiley-Liss, Inc. [source] Interactive animation of virtual humans based on motion capture dataCOMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 5-6 2009Franck Multon Abstract This paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework can conduct morphological adaptation as well as kinematic and physically-based corrections. All these solvers are organized in layers in order to be easily combined together. Given locomotion as an example, the system automatically adapts the motion data to the size of the synthetic figure and to its environment; the character will correctly step over complex ground shapes and counteract with external forces applied to the body. Our framework is based on a frame-based solver. This ensures animating hundreds of humanoids with different morphologies in real-time. It is particularly suitable for interactive applications such as video games and virtual reality where a user interacts in an unpredictable way. Copyright © 2009 John Wiley & Sons, Ltd. [source] Tactics-Based Behavioural Planning for Goal-Driven Rigid Body ControlCOMPUTER GRAPHICS FORUM, Issue 8 2009Stefan Zickler Computer Graphics [I.3.7]: Animation-Artificial Intelligence; [I.2.8]: Plan execution, formation, and generation; Computer Graphics [I.3.5]: Physically based modelling Abstract Controlling rigid body dynamic simulations can pose a difficult challenge when constraints exist on the bodies' goal states and the sequence of intermediate states in the resulting animation. Manually adjusting individual rigid body control actions (forces and torques) can become a very labour-intensive and non-trivial task, especially if the domain includes a large number of bodies or if it requires complicated chains of inter-body collisions to achieve the desired goal state. Furthermore, there are some interactive applications that rely on rigid body models where no control guidance by a human animator can be offered at runtime, such as video games. In this work, we present techniques to automatically generate intelligent control actions for rigid body simulations. We introduce sampling-based motion planning methods that allow us to model goal-driven behaviour through the use of non-deterministic,Tactics,that consist of intelligent, sampling-based control-blocks, called,Skills. We introduce and compare two variations of a Tactics-driven planning algorithm, namely behavioural Kinodynamic Rapidly Exploring Random Trees (BK-RRT) and Behavioural Kinodynamic Balanced Growth Trees (BK-BGT). We show how our planner can be applied to automatically compute the control sequences for challenging physics-based domains and that is scalable to solve control problems involving several hundred interacting bodies, each carrying unique goal constraints. [source] Reconstructing head models from photographs for individualized 3D-audio processingCOMPUTER GRAPHICS FORUM, Issue 7 2008M. Dellepiane Abstract Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three-dimensional sound, but to achieve best results it's necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key-points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation. [source] Terminator or Super Mario: Human/Computer Hybrids, Actual and VirtualDIALOG, Issue 4 2005By Noreen Herzfeld Abstract:, Is a human/computer hybrid feasible: If so, in what ways would such hybridization affect our concept of what it means to be human? There are two forms of such hybridization, the actual and the virtual. Actual hybridization involves the implantation of mechanical devices in the human body. In actual hybridization the computer comes to us and to our body to enhance our functioning in our world. In virtual hybridization we go to the computer, projecting our minds into the world of cyberspace and being formed there. Perhaps the most common form of virtual hybridization is the immersion our children experience in the world of video games. Both forms of hybridization encourage us to think of ourselves only in terms of function, just when most of our theologians find that humans reflect the image of God through our relationships. This emphasis on function best serves the military, but leaves us in the theological community with a dissatisfying concept of what it means to be human. [source] Toward brain correlates of natural behavior: fMRI during violent video gamesHUMAN BRAIN MAPPING, Issue 12 2006Klaus Mathiak Abstract Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18,26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. Hum Brain Mapp, 2006. © 2006 Wiley-Liss, Inc. [source] First-Person Shooters and the Third-Person EffectHUMAN COMMUNICATION RESEARCH, Issue 2 2008Erica Scharrer A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both potential influence and whether young people should be allowed to play the games. Results support a third-person perception that grew as the rating of the game became more restrictive and as the "other" group in question became younger. The presence of rules set by parents about video game use was a positive predictor of perceptions of influence on self and others. Résumé Les jeux de tir ŕ la premičre personne et l,effet de troisičme personne Grâce ŕ un échantillon de 118 élčves américains de 6e et 7e années (11-13 ans), cet article explore les opinions des jeunes adolescents quant ŕ l'influence négative des jeux vidéo sur eux-męmes, sur d,autres personnes du męme âge et sur des enfants plus jeunes. Les jeunes adolescents devaient réagir ŕ six jeux spécifiques, classés de E (Everyone, pour tous) ŕ M (Mature, adulte), répondant ŕ des questions portant sur leur influence possible et sur le droit que devraient ou non avoir les jeunes de jouer ŕ ces jeux. Les résultats soutiennent une perception de la troisičme personne qui augmentait plus le classement du jeu devenait contraignant et plus le groupe « autre » en question rajeunissait. La présence de rčgles établies par les parents ŕ propos de l'usage des jeux vidéo était une variable explicative positive des perceptions de l'influence sur soi et les autres. Abstract Ego-Shooter und der Third-Person-Effekt Mit einer Stichprobe von 118 US-amerikanischen 6. und 7. Klässlern wurde die Einschätzung Jugendlicher dazu untersucht, dass Videospiele sie selbst, Gleichaltrige oder Jüngere negativ beeinflussen können. Bezug nehmend auf eine Liste mit sechs spezifischen Spielen (bewertet als J für Jedermann bis E für Erwachsene) sollten die Jugendlichen Fragen zum möglichen Einfluss und die Frage, ob jungen Leuten erlaubt werden sollte, diese Spiele zu spielen, beantworten. Die Befunde stützen die Annahmen einer Third-Person-Wahrnehmung, welche zunahm, wenn die Bewertung des Spiels restriktiver und die Gruppe der anderen jünger wurde. Das Vorhandensein von elterlichen Regeln zu Videospielen war ein positiver Prädiktor für die Wahrnehmung des Einflusses auf einen selbst und auf andere. Resumen La Persona que Dispara Primero y el Efecto de la Tercera Persona Una muestra de 118 estudiantes Norteamericanos de sexto y séptimo grado fue usada para examinar la visión que los adolescentes jóvenes tienen sobre los video-juegos y si los video-juegos influyen negativamente sobre ellos mismos, sobre otros de su misma edad, y sobre otros nińos más jóvenes. Seis juegos específicos variando en su clasificación de E, para Todos, a M, para Maduros, fueron enlistados para que los adolescentes jóvenes respondieran a las preguntas sobre la influencia potencial y si debería permitírsele a la gente joven jugar estos juegos. Los resultados apoyaron la percepción de la tercera persona, la cual creció a medida que la clasificación del juego se convirtió en más restrictiva y que el grupo en cuestión fuera más joven. La presencia de reglas puestas por los padres sobre el uso de video-juegos fue un vaticinador positivo de las percepciones de influencia sobre uno mismo y sobre otros. ZhaiYao Yo yak [source] From dynamic influence nets to dynamic Bayesian networks: A transformation algorithmINTERNATIONAL JOURNAL OF INTELLIGENT SYSTEMS, Issue 8 2009Sajjad Haider This paper presents an algorithm to transform a dynamic influence net (DIN) into a dynamic Bayesian network (DBN). The transformation aims to bring the best of both probabilistic reasoning paradigms. The advantages of DINs lie in their ability to represent causal and time-varying information in a compact and easy-to-understand manner. They facilitate a system modeler in connecting a set of desired effects and a set of actionable events through a series of dynamically changing cause and effect relationships. The resultant probabilistic model is then used to analyze different courses of action in terms of their effectiveness to achieve the desired effect(s). The major drawback of DINs is their inability to incorporate evidence that arrive during the execution of a course of action (COA). Several belief-updating algorithms, on the other hand, have been developed for DBNs that enable a system modeler to insert evidence in dynamic probabilistic models. Dynamic Bayesian networks, however, suffer from the intractability of knowledge acquisition. The presented transformation algorithm combines the advantages of both DINs and DBNs. It enables a system analyst to capture a complex situation using a DIN and pick the best (or close-to-best) COA that maximizes the likelihood of achieving the desired effect. During the execution, if evidence becomes available, the DIN is converted into an equivalent DBN and beliefs of other nodes in the network are updated. If required, the selected COA can be revised on the basis of the recently received evidence. The presented methodology is applicable in domains requiring strategic level decision making in highly complex situations, such as war games, real-time strategy video games, and business simulation games. © 2009 Wiley Periodicals, Inc. [source] Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive MoodJOURNAL OF APPLIED SOCIAL PSYCHOLOGY, Issue 10 2001Michele J. Fleming This study investigated the relationship between violent video games and children's mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression. [source] The influence of violent and nonviolent computer games on implicit measures of aggressivenessAGGRESSIVE BEHAVIOR, Issue 1 2010Matthias Bluemke Abstract We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal,as indicated by heart rate and skin conductance,were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social,cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures. Aggr. Behav. 36:1,13, 2010. © 2009 Wiley-Liss, Inc. [source] Exposure to violent video games and aggression in German adolescents: a longitudinal analysisAGGRESSIVE BEHAVIOR, Issue 1 2009Ingrid Möller Abstract The relationship between exposure to violent electronic games and aggressive cognitions and behavior was examined in a longitudinal study. A total of 295 German adolescents completed the measures of violent video game usage, endorsement of aggressive norms, hostile attribution bias, and physical as well as indirect/relational aggression cross-sectionally, and a subsample of N=143 was measured again 30 months later. Cross-sectional results at T1 showed a direct relationship between violent game usage and aggressive norms, and an indirect link to hostile attribution bias through aggressive norms. In combination, exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression. Longitudinal analyses using path analysis showed that violence exposure at T1 predicted physical (but not indirect/relational) aggression 30 months later, whereas aggression at T1 was unrelated to later video game use. Exposure to violent games at T1 influenced physical (but not indirect/relational) aggression at T2 via an increase of aggressive norms and hostile attribution bias. The findings are discussed in relation to social-cognitive explanations of long-term effects of media violence on aggression. Aggr. Behav. 35:75,89, 2009. © 2008 Wiley-Liss, Inc. [source] Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behaviorAGGRESSIVE BEHAVIOR, Issue 3 2008Hanneke Polman Abstract There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10,13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. Aggr. Behav. 34:256,264, 2008. © 2007 Wiley-Liss, Inc. [source] Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game playAGGRESSIVE BEHAVIOR, Issue 6 2007Christopher P. Barlett Abstract This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. Aggr. Behav. 33:486,497, 2007. © 2007 Wiley-Liss, Inc. [source] Gender and Computer Games: Exploring Females' DislikesJOURNAL OF COMPUTER-MEDIATED COMMUNICATION, Issue 4 2006Tilo Hartmann On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games. This article reports two studies that investigated the dislikes of German females with regard to video games. Study 1 applied conjoint analysis to female respondents' (N= 317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey (N= 795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences. These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design. [source] Modelling consumer entertainment software choice: An exploratory examination of key attributes, and differences by gamer segmentJOURNAL OF CONSUMER BEHAVIOUR, Issue 5 2010Sunita Prugsamatz From virtually nowhere 20 years ago to sales of US$9.5 billion in 2007, the video game industry has now overtaken movie industry box-office receipts in terms of annual sales, and blockbuster video games can out perform blockbuster movies for opening-week sales. This dramatic growth is likely to continue in coming years. Yet there has been little scholarly attention to consumers within the industry. This research fills this gap by providing a comprehensive study of consumer behaviour in the gaming industry, using the Theory of Planned Behaviour (TPB); a widely used, robust and reliable consumer research instrument. The study elicits key salient attributes for the major constructs in the TPB model , attitude, subjective norm, and perceived behavioural control , and shows how these key constructs affect purchase intention. To avoid aggregation error in analysing overall market data, this study segments the market and examines differences in perspective by gamer type. We therefore examine differences in these key salient attributes by gamer type to understand consumer motivations better. As the first systematic study to examine consumer behaviour issues in the gaming industry, this study provides useful insights to consumers' behaviour in a large, growing industry. Consumer perceptions and behaviour toward entertainment software is complex and this study is not the final word, but it is the first available empirical evidence and can thus move forward the discussion from speculation to replication, extension, and alternative approaches. For managers in this industry, this study demonstrates how a comprehensive model can be applied to entertainment software. Copyright © 2010 John Wiley & Sons, Ltd. [source] High school students' literacy practices and identities, and the figured world of schoolJOURNAL OF RESEARCH IN READING, Issue 3 2001Wendy Luttrell Conventional wisdom holds that American teenagers do not read or write , that they are a media-driven group who prefer movies, television and playing video games. Ethnographic data gathered in the High School Literacy Project, a study of four North Carolina high schools, showed a far different picture of teenage literacy. This paper reports on partial findings of the larger study and argues that students use their literacy practices to form their identities within, and sometimes in opposition to, the figured worlds of school, work and family. Many students look to school to provide formal literacy experiences, but find their reading and writing passions at odds with the demands of the school curriculum. [source] Virtual Reality and Interactive Simulation for Pain DistractionPAIN MEDICINE, Issue 2007Mark D. Wiederhold MD ABSTRACT Pain and discomfort are perceptible during many medical procedures. In the past, drugs have been the conventional means to alleviate pain, but in many instances, medications by themselves do not provide optimal results. Current advances are being made to control pain by integrating both the science of pain medications and the science of the human mind. Various psychological techniques, including distraction by virtual reality environments and the playing of video games, are being employed to treat pain. In virtual reality environments, an image is provided for the patient in a realistic, immersive manner devoid of distractions. This technology allows users to interact at many levels with the virtual environment, using many of their senses, and encourages them to become immersed in the virtual world they are experiencing. When immersion is high, much of the user's attention is focused on the virtual environment, leaving little attention left to focus on other things, such as pain. In this way virtual reality provides an effective medium for reproducing and/or enhancing the distractive qualities of guided imagery for the majority of the population who cannot visualize successfully. [source] Structured extracurricular activities among adolescents: Findings and implications for school psychologistsPSYCHOLOGY IN THE SCHOOLS, Issue 1 2004Rich Gilman One factor that contributes to adolescent positive mental health is active engagement. Engagement is defined as any activity that is initiated to attain an outcome. In general, two forms of activities exist that correspond with engagement: solitary, non-structured, and non-cooperative pursuits, often without adult supervision (e.g., playing video games, watching television) and highly structured, collaborative activities that are under the guidance of a competent set of adults (i.e., structured extracurricular activities, or SEAs). Although large amounts of time spent in unstructured activities is related to negative psychosocial outcomes, participation in SEAs has been related to a variety of positive outcomes for students. This paper reviews current research regarding adolescent participation in SEAs and its effects on academic and personal-social variables (i.e., self-concept, life satisfaction), as well as potential preventive effects for youths considered to be "at-risk" for negative developmental outcomes. The paper also examines research investigating the potential benefits and shortcomings of different types of SEAs. Finally, suggestions for future research and school-based preventive intervention are presented. © 2004 Wiley Periodicals, Inc. Psychol Schs 41: 31,41, 2004. [source] Overweight/obesity and factors associated with body mass index during adolescence: the VYRONAS studyACTA PAEDIATRICA, Issue 3 2009Constantinos Mihas Abstract Aim: To describe overweight and obese adolescents and to determine any correlations between an adolescent's body mass index (BMI) with personal (age, gender), lifestyle (sedentary/sport activities, smoking status) and parental (smoking status, BMI, number of cars) characteristics. Methods: Cross-sectional data on weight, height and various characteristics from 2008 Greek adolescents (12- to 17-year olds, 50.85% boys), measured in 2005,2007, were used. Results: Almost 1 in 5 (19.2%) boys and 1 in 7 (13.2%) girls 12,17 years of age were overweight while 4.4% of the boys and 1.7% of the girls were obese. The adolescents' age, mother's smoking status, father's and mother's BMI predicted boys' and girls' BMI (b = 0.551, 0.203, 0.110, 0.495 for boys, b = 0.233, 0.187, 0.180, 0.531 for girls, respectively, p , 0.05). Univariate analysis revealed that television watching/using personal computer/playing video games and playtime were not correlated with BMI, while an inverse association of exercising for , 5 h/week and BMI was found in both boys and girls (b =,1.098, ,0.528, p = 0.005, 0.004 respectively). Conclusion: The results of our study underline the high prevalence of obesity during adolescence in Greece. Age and parental unhealthy behaviour (increased BMI and maternal smoking status) were positive predictors of increased BMI of adolescents in both genders. [source] Lack of association between television viewing, soft drinks, physical activity and body mass index in childrenACTA PAEDIATRICA, Issue 6 2008Kelly Laurson Abstract Objective: To examine the cross-sectional and longitudinal associations of physical activity, screen time and dietary habits on the body mass index (BMI) of children. Methods: A cohort of 122 girls and 146 boys (age at entry 10 years) from three rural states in the western USA was studied over an 18-month period. Subjects were measured for height and weight. Habitual physical activity, screen time (television viewing, video games and computer use) and dietary variables were assessed by a questionnaire. Cross-sectional and longitudinal analyses were conducted to examine the associations between physical activity, screen time and diet with BMI at baseline and follow-up and change in BMI. Results: At baseline, approximately 10% of boys and girls were obese and 17.8% of boys and 14.8% of girls were overweight. BMI showed a high degree of stability for boys and girls (r = 0.90), whereas physical activity, screen time and dietary habits showed moderate stability (r = 0.31,0.50) across the 18-month period. Cross-sectional and longitudinal correlations between physical activity, screen time, diet and BMI were low and non-significant (r < 0.15). The regression models explained between 8% and 22% of the variance in the change in BMI; however, none of the predictor variables were statistically significant. Conclusion: Physical activity, screen time and dietary habits were not significantly related to the BMI in cross-sectional or longitudinal analyses. Further research is warranted to better understand the complex, multifactorial phenotype of the BMI in growing and maturing children. [source] |