Monique Simons

Learn More
PURPOSE The purpose of this study was to assess the potential of the electrically assisted bicycle (EAB) as a novel tool for meeting the physical activity guidelines in terms of intensity. METHODS Twelve habitually active adult subjects were requested to cycle a track of 4.3 km at an intensity they would normally choose for commuter cycling, using three(More)
BACKGROUND Adequate levels of physical activity are part of a healthy lifestyle and in this way linked to better health outcomes. For children and adolescents, the physical activity guideline recommends at least 60 minutes of moderate-to-vigorous physical activity every day. However, many adolescents are not physically active enough and they spend a lot of(More)
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote(More)
OBJECTIVE The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. METHODS We assigned 270 gaming (i.e. ≥ 2(More)
BACKGROUND Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what(More)
OBJECTIVE Active games require whole-body movement and may be an innovative tool to substitute sedentary pastime with more active time and may therefore contribute to adolescents' health. To inform strategies aimed at reducing sedentary behavior by replacing non-active with active gaming, perceptions and context of active and non-active gaming are explored.(More)
OBJECTIVE To inform child obesity prevention programs, the current article identified what children thought were the most important goals, values, and perceived barriers related to healthy eating and physical activity (PA) within a serious videogame for health, "Escape from Diab" (Archimage Inc., Houston, TX). SUBJECTS AND METHODS One hundred three(More)
Introduction The goal of this study was to assess the effectiveness of a group-based interactive work style intervention in improving work style behavior. Methods Computer workers with neck and upper limb symptoms were randomised into the work style group (WS, N = 152), the work style and physical activity group (WSPA, N = 156), or the usual care group (N =(More)
OBJECTIVE To study the association between commuter cycling and all-cause sickness absence, and the possible dose-response relationship between absenteeism and the distance, frequency and speed of commuter cycling. METHOD Cross-sectional data about cycling in 1236 Dutch employees were collected using a self-report questionnaire. Company absenteeism(More)
OBJECTIVES The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. DESIGN Cross-sectional. METHODS A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were(More)