Debbe Thompson

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Effective procedures are needed to prevent the substantial increases in adiposity that have been occurring among children and adults. Behavioral change may occur as a result of changes in variables that mediate interventions. These mediating variables have typically come from the theories or models used to understand behavior. Seven categories of theories(More)
BACKGROUND Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. METHOD Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through(More)
OBJECTIVE The Girls health Enrichment Multisite Studies (GEMS) Fun, Food, and Fitness Project (FFFP) was designed to prevent obesity among 8-year-old African-American girls. DESIGN Twelve-week, two-arm parallel group randomized controlled pilot study. SETTING Summer day camp and homes in Houston, Texas. PARTICIPANTS Thirty-five girls and their parents(More)
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design(More)
BACKGROUND Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. PURPOSE Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity. DESIGN Two-group RCT; assessments occurred at(More)
BACKGROUND The physical environments in which adolescents reside and their access to food stores may influence their consumption of fruit and vegetables. This association could either be direct or mediated via psychosocial variables or home availability of fruit and vegetables. A greater understanding of these associations would aide the design of new(More)
OBJECTIVE This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside. METHODS Participants were children 9 to 12(More)
OBJECTIVES The effects of a Boy Scout Five-A-Day Badge program on fruit juice (FJ) and low-fat vegetable (LV) consumption were evaluated using a two-condition (treatment, active-attention-placebo-control) group randomized trial, with three data collection periods (baseline, immediate post, 6-month post). METHODS Forty-two Boy Scout troops (n=473, 10- to(More)
BACKGROUND This study reports the results of a 9-week intervention on the physical activity levels of adolescent males. METHODS Participants were 473 10- to 14-year-old Houston Boy Scouts (42 troops) with troops randomly assigned to intervention or control conditions. Data were collected in spring (16 troops) and fall (26 troop) waves during 2003.(More)
OBJECTIVE This pilot study tested whether an Internet-based intervention could achieve change in fruit, juice, and vegetable consumption, physical activity, and self-efficacy in youth at-risk of obesity. METHOD Participants were 80 8-to-10-year-old African American girls at-risk of obesity, with a home computer, Internet access, and an e-mail address. A(More)