Citation
Zhao, Yue
(2025)
Effects of active video games on physical activity, psychological distress, exercise motivation, and body composition among overweight and obese college students in China.
Doctoral thesis, Universiti Putra Malaysia.
Abstract
Active video game training has been extensively studied in children, adolescents, and
older adults. However, its benefits for college students with overweight and obesity
remain unclear. This study evaluated the effects of 12 weeks of active video game
training on physical activity, psychological distress, motivation, and body composition
in Chinese college students with overweight and obesity. This is a true pre-test and
post-test experimental design study, where the cluster randomised controlled trial was
conducted in Jining City, Shandong Province, China. Two districts were randomly
selected from the nine districts of Jining City and one university was randomly
selected within each district. One university was randomly set as the experimental
group (active video game training) and the other as the control group (standard
training). The study screened college students based on the criteria for overweight and
obesity in adults set by the World Health Organisation. Body mass index was used as
the screening criterion, with BMI ≥25 kg/m² defined as overweight and BMI ≥30 kg/m² defined as obesity. All college students who met this criterion were eligible to
participate in this study. Eventually, 63 college students (age range: 18-22 years)
participated in the study. Each group participated in three weekly training sessions for
twelve weeks (36 sessions). These training sessions were conducted during physical
education lessons in both universities. In addition, those test protocols measured
changes in the dependent variables at baseline, week 6, and week 12.
Generalised estimating equations (GEE) were used to analyse between and within
group differences, and the significance level was fixed at p<0.05. Results showed no
statistically significant differences (p>0.05) between groups for baseline physical
activity, psychological distress, exercise motivation and body composition. Betweengroup
comparisons at week 12 showed significant differences in all variables except
external regulation, introjected regulation, and lean body mass, which were not
significantly different (p>0.05). In physical activity, step counts increased
significantly (χ2=53.92, p<0.001). In psychological distress, depression (χ2=16.00,
p<0.001), anxiety (χ2=33.53, p<0.001), stress (χ2=76.93, p<0.001) and overall
psychological distress (χ2=116.76, p<0.001) were significantly reduced. In exercise
motivation, amotivation was reduced considerably (χ2=10.41, p=0.005). Identified
regulation (χ2=26.83, p<0.001) and intrinsic regulation (χ2=19.35, p<0.001) were
significantly increased. In body composition, body mass index (χ2=89.81, p<0.001),
body fat percentage (χ2=31.59, p<0.001), and waist-to-hip ratio (χ2=16.03, p<0.001)
were significantly reduced. Active video game training has a large effect size on
physical activity (d=0.94). Among psychological distress, stress had the most
significant effect size (d=1.64). In addition, for exercise motivation, identified
regulation had the largest effect size (d=1.17). Meanwhile, for body composition, the waist-to-hip ratio demonstrated the largest effect size (d=0.81). The results showed
that active video game training could benefit both physical and mental health in
Chinese college students with overweight and obesity. Active video game training uses
its rich content to continually increase physical activity in college students with
overweight and obesity while improving mental health. This increases exercise
motivation and ultimately enhances body composition. It is recommended that active
video games be included as part of physical education activities in college, especially
for the overweight and obese group, because it can effectively help them physically
and psychologically. Future studies should further explore the effects of gender
differences and active video game training time on exercise motivation and explore
the optimal training dosage applicable to Chinese college students with overweight
and obesity to improve long-term participation and intervention outcomes.
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Additional Metadata
| Item Type: |
Thesis
(Doctoral)
|
| Subject: |
Sports Science |
| Subject: |
Psychology |
| Subject: |
Public Health |
| Call Number: |
FPP 2025 15 |
| Chairman Supervisor: |
Professor Soh Kim Geok |
| Divisions: |
Faculty of Educational Studies |
| Keywords: |
Exergame; Physical activity; Mental health; Body composition; Obesity; Young adult |
| Sustainable Development Goals (SDGs): |
GOAL 3: Good Health and Well-Being, GOAL 4: Quality Education |
| Depositing User: |
MS. HADIZAH NORDIN
|
| Date Deposited: |
31 Jul 2026 03:08 |
| Last Modified: |
31 Jul 2026 03:08 |
| URI: |
http://psasir.upm.edu.my/id/eprint/126326 |
| Statistic Details: |
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