Table 3.
Outcome measure (mins/day) | Baseline (M, 95 % CI) | Post-intervention (M, 95 % CI) | Adjusted differencea (M, 95 % CI) | Effect Size (Cohen’s d)b | Bias corrected (Hedges g) | ||
---|---|---|---|---|---|---|---|
Control | Intervention | Control | Intervention | ||||
Total EM use | 97.1 (61.5, 132.8) | 117.8 (74.0, 161.6) | 100.1 (64.1, 136.1) | 78.8 (44.7, 112.8) | −31.2 (−71.0, 8.6) | 0.70 | 0.39 |
TV/DVD/Video/computer/ sed e-games combined | 90.0 (56.9, 123.1) | 104.4 (60.3, 148.4) | 87.4 (50.5, 124.3) | 68.1 (38.6, 97.7) | −24.5 (−62.9, 13.8) | 0.57 | 0.32 |
Television viewing | 78.4 (45.5, 111.3) | 60.0 (26.0, 94.0) | 74.6 (43.6, 106.7) | 49.7 (21.3, 78.1) | −16.1 (−50.5, 18.4) | 0.42 | 0.23 |
DVD/Video viewing | 7.1 (−4.1, 18.4) | 44.4 (13.5, 75.3) | 7.5 (−4.9, 19.9) | 18.4 (−2.7, 39.5) | −14.2 (−34.1, 5.6) | 0.64 | 0.36 |
Educational computer use | 3.8 (−1.3, 8.8) | 0.0 (0.0, 0.0) | 5.3 (−2.7, 13.2) | 0.0 (0.0, 0.0) | −0.5 (−4.4, 3.5) | 0.10 | 0.06 |
Computer for entertainment | 0.8 (−0.9, 2.4) | 0.0 (0.0, 0.0) | 0.0 (0.0, 0.0) | 0.0 (0.0, 0.0) | 0.0 (0.0, 0.0) | - | - |
Sedentary e-games (e.g. PlayStation) | 0.0 (0.0, 0.0) | 0.0 (0.0, 0.0) | 0.0 (0.0, 0.0) | 0.0 (0.0, 0.0) | 0.0 (0.0, 0.0) | - | - |
Active e-games (e.g. Wii) | 0.0 (0.0, 0.0) | 0.0 (0.0, 0.0) | 3.8 (−4.7, 12.2) | 0.0 (0.0, 0.0) | −3.8 (−10.9, 3.4) | 0.47 | 0.27 |
Digital tablet | 4.5 (−1.7, 10.7) | 8.1 (−5.6, 21.8) | 4.1 (−1.3, 9.6) | 6.3 (−7.5, 20.0) | −1.0 (−8.4, 6.3) | 0.13 | 0.07 |
Handheld e-game | 2.6 (−2.4, 7.7) | 4.1 (−1.6, 9.8) | 4.9 (−4.4, 14.2) | 3.1 (−2.4, 8.7) | −3.7 (−6.8, −0.7) | 1.09 | 0.62 |
Electronic toy | 0.0 (0.0, 0.0) | 1.3 (−0.86, 3.4) | 0.0 (0.0, 0.0) | 1.3 (−8.6, 3.4) | 0.0 (0.0, 0.0) | - | - |
aAdjusted for group and baseline value of outcome variable
bEffect sizes calculated using centred means of baseline carried forward values where data were missing