Literature DB >> 22773597

Using active video games for physical activity promotion: a systematic review of the current state of research.

Wei Peng1, Julia C Crouse, Jih-Hsuan Lin.   

Abstract

This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with quantitative outcomes or studies that quantified intensity of AVG play were included. Information on sample characteristics, AVGs employed, study design and conditions, outcome measures, results, and conclusions was extracted by two researchers. Intervention studies were ranked on design quality. Thirteen interventions and 28 laboratory studies were identified. All laboratory studies demonstrated that AVGs are capable of providing light-to-moderate intensity physical activity. However, only three interventions supported AVGs as an effective tool to significantly increase physical activity or exercise attendance. As AVGs are becoming more popular, additional research is needed to determine how to capitalize on the potential of AVGs to increase physical activity.

Entities:  

Mesh:

Year:  2012        PMID: 22773597     DOI: 10.1177/1090198112444956

Source DB:  PubMed          Journal:  Health Educ Behav        ISSN: 1090-1981


  64 in total

1.  Stationary cycling exergame use among inactive children in the family home: a randomized trial.

Authors:  Ryan E Rhodes; Chris M Blanchard; Shannon S D Bredin; Mark R Beauchamp; Ralph Maddison; Darren E R Warburton
Journal:  J Behav Med       Date:  2017-06-19

2.  Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities.

Authors:  Jennifer L Rowland; Laurie A Malone; Cali M Fidopiastis; Sangeetha Padalabalanarayanan; Mohanraj Thirumalai; James H Rimmer
Journal:  Phys Ther       Date:  2015-08-27

Review 3.  Current Science on Consumer Use of Mobile Health for Cardiovascular Disease Prevention: A Scientific Statement From the American Heart Association.

Authors:  Lora E Burke; Jun Ma; Kristen M J Azar; Gary G Bennett; Eric D Peterson; Yaguang Zheng; William Riley; Janna Stephens; Svati H Shah; Brian Suffoletto; Tanya N Turan; Bonnie Spring; Julia Steinberger; Charlene C Quinn
Journal:  Circulation       Date:  2015-08-13       Impact factor: 29.690

4.  Videogames to Promote Physical Activity in Older Adults with Schizophrenia.

Authors:  Heather Leutwyler; Erin M Hubbard; Sophia Vinogradov; Glenna A Dowling
Journal:  Games Health J       Date:  2012-10

5.  Might Video Games Help Remedy Childhood Obesity?

Authors:  Tom Baranowski
Journal:  Child Obes       Date:  2015-05-15       Impact factor: 2.992

6.  Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.

Authors:  Ann E Maloney; Robin Mellecker; Richard Buday; Zan Gao; Trina Hinkley; Laura Esparza; Shirley Alexander
Journal:  Games Health J       Date:  2014-12-30

7.  Points-Based Reward Systems in Gamification Impact Children's Physical Activity Strategies and Psychological Needs.

Authors:  Sun Joo Grace Ahn; Kyle Johnsen; Catherine Ball
Journal:  Health Educ Behav       Date:  2019-01-24

8.  Physiological Responses to Active Video Games Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents.

Authors:  Ramzi Majaj; Trent Scott; Ryan Moran; Dana Kimberly; Tamekia Jones; Webb Smith
Journal:  Int J Exerc Sci       Date:  2021-04-01

Review 9.  Active video games and health indicators in children and youth: a systematic review.

Authors:  Allana G LeBlanc; Jean-Philippe Chaput; Allison McFarlane; Rachel C Colley; David Thivel; Stuart J H Biddle; Ralph Maddison; Scott T Leatherdale; Mark S Tremblay
Journal:  PLoS One       Date:  2013-06-14       Impact factor: 3.240

10.  Using virtual agents to increase physical activity in young children with the virtual fitness buddy ecosystem: Study protocol for a cluster randomized trial.

Authors:  Lindsay Hahn; Michael D Schmidt; Stephen L Rathbun; Kyle Johnsen; James J Annesi; Sun Joo Grace Ahn
Journal:  Contemp Clin Trials       Date:  2020-10-20       Impact factor: 2.226

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.