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Issues That Lead to Childhood Obesity - Essay Example

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This essay "Issues That Lead to Childhood Obesity" focuses on childhood obesity which has a significant impact on the health of society both now and in the long term at both the individual and societal levels. It addresses some of the issues that have led to childhood obesity…
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Issues That Lead to Childhood Obesity
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Exergaming: The latest trend in tackling childhood obesity Childhood obesity has a significantimpact on the health of society both now and in the long term and at both the individual and societal levels. The current research was designed to address some of the issues that have led to childhood obesity and to introduce exergaming as a contributing solution to the problem. After introducing children to exergaming during a six month program as a means of changing behaviour and providing them and their parents with diet and nutrition information, the study found that most children showed positive results. 1.0 Aims and Objectives In today’s society, parents are often over-informed by the media regarding the dangers of allowing their children to play outside (Graves et al, 2007). As a result, more and more children find themselves confined to indoor play which does not give them the ability to exercise as much as they should. Even when playing outdoors is an option, many children choose to remain indoors, lured by the greater technology of video games which strongly encourage sedentary behaviour while engaging the mind (Graves et al, 2007). These problems are increased as fast food restaurants tempt children to poor food choices by adding toys and games into meals targeted for children. Recognising that childhood obesity has trebled over the last decade (Centre for Disease Control and Prevention, 2010), some cities such as San Francisco have made it illegal for fast food restaurants to add toys to unhealthy food options. 1.1 Aims The aim of the present research is to help reduce the rate of childhood obesity in the primary schools. This will be accomplished by directly addressing the changing interests of children today as well as by changing children’s self-efficacy by introducing them to the tools they need to change their lives. 1.2 Objectives Targeted to overweight children in the final two years of primary school, the objective of this six-month intervention program is to reduce the overall weight of the children involved by increasing their physical activity and giving them better information about diet and nutrition. 2.0 Literature Review There is clear evidence that there is a growing problem of obesity among children in the developed world (Centres for Disease Control and Prevention, 2008). National Health Services (2010) has tracked growing trends of obesity in both boys and girls and a tendency for children to become more engaged with sedentary activities to the degree to which they are obese – i.e., more obesity equates with greater time spent engaged in sedentary activity. Epstein et al (2008) points out that one of the preferred activities for children is engagement with video games or other computer-related activity. Lanigan & Power (2008) point out that the role of family life educators is to use the interests of the individual to promote healthier lifestyles while Lan (2007) illustrates the potential of an eHealth approach. To meet the needs of children captivated by the lure of the video game and/or trapped within doors in response to growing concerns for their safety, exergaming, an approach of active video game playing, has been proposed as a viable option (Chamberlain & Gallagher, 2008; Robertson, 2004). Studies conducted into the caloric burn of action based video games such as the Nintendo Wii have shown some benefit over more sedentary games such as the controller-based Xbox system (Graves et al, 2007, 2008; Laningham-Foster et al, 2006), but the difference is not significant enough to offset poor eating habits and some inaccuracies develop as it becomes possible for children to shake the Wii-based controllers to greater extent than they are actually moving their bodies (Bloom et al, 2008). As a result, they don’t get the kind of exercise they need even when playing the exercise games. In spite of these findings, there are plenty of studies that suggest children can suffer sports-related injury as a result of playing these video games indicating that significant muscle involvement is taking place (Bonis, 2007; Cowley & Minnaar, 2008). In determining which games to use to encourage boys and girls to move more, it is important not to automatically assign children to games based on anticipated gender roles. This is the subject of a study by Cassell & Jenkins (2000) in which it was discovered that the interests of girls do not necessarily remain confined within the defined scope of standard marketing practices. 3.0 Methodology The methods used for this study were informed by the work of Bryman (2008) who helps to point out the various gaps inherent in different types of research. To preserve the sensibilities of children and parents, the study incorporated a strong emphasis on not assigning blame but instead to providing empowerment through making information available to create change. Children’s feelings were assessed at the beginning of the study and measurements were taken in private so as to preserve individual dignity while still providing benchmarks from which to measure success. Obese children in primary school were identified and enrolled in a six-month after school program. After permission forms were obtained from parents and parents were invited to a focus group and support network promoting healthy eating for the family, children were interviewed regarding their personal views about their weight and interests. They were then measured for body mass index, resting heart rate and recovery rate after 2 minutes of heavy aerobic activity. Children then engaged in the six-month after school program during which they played increasingly physically demanding games offered on the Xbox 360 Kinect system in which actual body movement is detected optically without the use of controllers. At the end of the study, children were again measured for body mass index, resting heart rate and recovery rate after 2 minutes of heavy aerobic activity. 4.0 Analysis and Discussion This study incorporated ideas from previous studies that had used the Nintendo Wii as a basis for the exergaming strategy. It is felt that this study was more indicative of real progress among children because the optical controller reduces the chances for children to cheat in the games and thus encourages greater physical participation. At the same time, the program was augmented by educational outreach in which both children and parents were given important information about diet and nutrition so that they had the power to make a positive change in their lives. Special arrangements had to be made to keep children in the program during regularly scheduled school holidays and the support network had to be made available to parents on a regular basis throughout the program to meet pressing needs. Most children showed improvement at the end of the program. This is assumed to have occurred both because of the increased physical activity and because of the reduction of snacking occurring during this period of time in the children’s normal after school routine. 5.0 Conclusions Exergaming is a positive approach to addressing the needs of overweight children, but it is not enough on its own to bring about the changes needed. Intervention programs such as the one reported here are helpful but must be implemented and introduced with a great deal of sensitivity to avoid creating fear among participants, overwhelming them with information or creating a sense of blame rather than empowerment. Privacy of participants is important to maintain at all times while fun and community must be encouraged among children to encourage them to continue participation after the program has finished. One of the greatest challenges is convincing the parents that video games, commonly considered only a means of wasting time, can be employed in more proactive ways. Another common problem is keeping children focused on physically active games rather than more sedentary options available on the same system. 6.0 Recommendations Following the results of this study, it is recommended both that further study be conducted to support or refute the findings and to discover more ways to convey messages of health and nutrition to parents. Children who feel empowered to make positive changes in their lives are more likely to do so. However, it has been discovered that a six-month trial is necessary to help change bad habits and to get children fully motivated in the program. 7.0 References Bloom, J. et al, 2008, “Nintendo Wii vs. Microsoft Xbox: Differential effects on mood, physiology, snacking behavior, and caloric burn”, Appetite, Vol. 51, No. 2., pp. 354-354. Bonis, J., 2007, “Acute Wiiitis”, The New England Journal of Medicine. 356(23):2431-2432 Bryman, A (2008). Social research methods. 3rd ed. Oxford: Oxford University Press. 30 Cassell, J, Jenkins H. (2000). From Barbie to mortal combat. Available: http://books.google.co.uk/books?hl=en&lr=&id=Y5_cbfm3YfYC&oi=fnd&pg=PR8&dq=video+games+unhealthy&ots=pemGPDD8zi&sig=zqxLwfZilY0u2hZIhLoGogYwbL0#v=onepage&q&f=false. Last accessed 29/11/11. Centers for Disease Control & Prevention, 2008, Childhood overweight and obesity. Available at http://www.cdc.gov/obesity/childhood/index.html, accessed on November 02 2010 Chamberlin, B., & Gallagher, R. 2008, Exergames using video games to promote physical activity. Abstract available at http://www1.cyfernet.org/cyfar08/Research/Chamberlin/Chamberlin-Research1.pdf accessed on November 02 2010 Cowley, A. & Minnaar, G., 2008, “New generation computer games: Watch out for Wii shoulder”, BMJ. 336(7636):110 Epstein, L. H., et al, 2008, “A viewing and computer use on body mass index in young children”, Archives of Pediatrics and Adolescent Medicine, 162(3). Graves, E., Ridgers, N. & Stratton, G., 2008, “The contribution of upper limb and total body movement to adolescents` energy expenditure whilst playing Nintendo”, European journal of applied physiology . 104(4). Graves, L., Stratton, G., Ridgers, N. & Cable, N., 2007, “Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games”, BMJ. 22;335(7633); International center NHS http://www.ic.nhs.uk/webfiles/publications/opad10/Statistics_on_Obesity_Physical_Activity_and_Diet_England_2010.pdf Lanigan, J., & Power, T.G., 2008, “Obesity prevention and health promotion: How family life educators view their role”, Journal of Extension Article 6FEA5. Lanningham-Foster, L., et al., 2006, “Energy expenditure of sedentary screen time compared with active screen time for children”, Pediatrics, 118; e1831-e1835. Lan, X., 2007, "Role of eHealth in Childhood Obesity Prevention and Reduction," Annual Meeting of the American Public Health Association. Robertson, R. J., 2004, "Harnessing Technology in a Multidimensional Approach to Childhood Obesity," International Conference on Urban Health, Oct. 31, 2007. Read More
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