Literature DB >> 23799008

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

Allana G LeBlanc1, Jean-Philippe Chaput, Allison McFarlane, Rachel C Colley, David Thivel, Stuart J H Biddle, Ralph Maddison, Scott T Leatherdale, Mark S Tremblay.   

Abstract

BACKGROUND: Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth. The effect of AVGs on acute energy expenditure (EE) has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear.
OBJECTIVE: This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years). DATA SOURCES: Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material. DATA SELECTION: Included articles were required to have a measure of AVG and at least one relevant health or behaviour indicator: EE (both habitual and acute), adherence and appeal (i.e., participation and enjoyment), opportunity cost (both time and financial considerations, and adverse events), adiposity, cardiometabolic health, energy intake, adaptation (effects of continued play), learning and rehabilitation, and video game evolution (i.e., sustainability of AVG technology).
RESULTS: 51 unique studies, represented in 52 articles were included in the review. Data were available from 1992 participants, aged 3-17 years, from 8 countries, and published from 2006-2012. Overall, AVGs are associated with acute increases in EE, but effects on habitual physical activity are not clear. Further, AVGs show promise when used for learning and rehabilitation within special populations. Evidence related to other indicators was limited and inconclusive.
CONCLUSIONS: Controlled studies show that AVGs acutely increase light- to moderate-intensity physical activity; however, the findings about if or how AVG lead to increases in habitual physical activity or decreases in sedentary behaviour are less clear. Although AVGs may elicit some health benefits in special populations, there is not sufficient evidence to recommend AVGs as a means of increasing daily physical activity.

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Year:  2013        PMID: 23799008      PMCID: PMC3683002          DOI: 10.1371/journal.pone.0065351

Source DB:  PubMed          Journal:  PLoS One        ISSN: 1932-6203            Impact factor:   3.240


  62 in total

1.  Screen-based sedentary behaviours among a nationally representative sample of youth: are Canadian kids couch potatoes?

Authors:  S T Leatherdale; R Ahmed
Journal:  Chronic Dis Inj Can       Date:  2011-09

2.  The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults.

Authors:  Lee E F Graves; Nicola D Ridgers; Karen Williams; Gareth Stratton; Greg Atkinson; Nigel T Cable
Journal:  J Phys Act Health       Date:  2010-05

3.  A low-cost video game applied for training of upper extremity function in children with cerebral palsy: a pilot study.

Authors:  Michiel J A Jannink; Gelske J van der Wilden; Dorine W Navis; Gerben Visser; Jeanine Gussinklo; Maarten Ijzerman
Journal:  Cyberpsychol Behav       Date:  2008-02

4.  The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii.

Authors:  Lee E F Graves; Nicola D Ridgers; Gareth Stratton
Journal:  Eur J Appl Physiol       Date:  2008-07-08       Impact factor: 3.078

5.  The effects of exergaming on physical activity among inactive children in a physical education classroom.

Authors:  Victoria A Fogel; Raymond G Miltenberger; Rachel Graves; Shannon Koehler
Journal:  J Appl Behav Anal       Date:  2010

6.  Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games.

Authors:  Wei Peng; Jih-Hsuan Lin; Julia Crouse
Journal:  Cyberpsychol Behav Soc Netw       Date:  2011-06-13

7.  Energy expended by boys playing active video games.

Authors:  Kate White; Grant Schofield; Andrew E Kilding
Journal:  J Sci Med Sport       Date:  2011-03       Impact factor: 4.319

8.  Parents' and children's perceptions of active video games: a focus group study.

Authors:  Robyn Dixon; Ralph Maddison; Cliona Ni Mhurchu; Andrew Jull; Patricia Meagher-Lundberg; Deborah Widdowson
Journal:  J Child Health Care       Date:  2010-03-04       Impact factor: 1.979

9.  The impact of school-time activity on total physical activity: the activitystat hypothesis (EarlyBird 46).

Authors:  A E Frémeaux; K M Mallam; B S Metcalf; J Hosking; L D Voss; T J Wilkin
Journal:  Int J Obes (Lond)       Date:  2011-03-15       Impact factor: 5.095

10.  Energy expenditure and cardiovascular responses to seated and active gaming in children.

Authors:  Robin R Mellecker; Alison M McManus
Journal:  Arch Pediatr Adolesc Med       Date:  2008-09
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  69 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.  A randomized controlled trial of dance exergaming for exercise training in overweight and obese adolescent girls.

Authors:  A E Staiano; A M Marker; R A Beyl; D S Hsia; P T Katzmarzyk; R L Newton
Journal:  Pediatr Obes       Date:  2016-02-26       Impact factor: 4.000

3.  Might Video Games Help Remedy Childhood Obesity?

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

4.  Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?

Authors:  Paul J C Adachi; Teena Willoughby
Journal:  J Youth Adolesc       Date:  2015-06-02

Review 5.  Reducing youth screen time: qualitative metasynthesis of findings on barriers and facilitators.

Authors:  Karl E Minges; Neville Owen; Jo Salmon; Ariana Chao; David W Dunstan; Robin Whittemore
Journal:  Health Psychol       Date:  2015-04       Impact factor: 4.267

6.  Screen time and young children: Promoting health and development in a digital world.

Authors: 
Journal:  Paediatr Child Health       Date:  2017-10-09       Impact factor: 2.253

7.  The impact of narratives and active video games on long-term moderate-to-vigorous physical activity: A randomized controlled trial protocol.

Authors:  Dar Alon; Caio Victor Sousa; Tom Baranowski; Tiago V Barreira; Romina Cabrera-Perez; Kelly Chiu; Austin Fernandez; Amy Fleischman; Shirley Huang; Jungyun Hwang; Melanie C Green; I-Min Lee; Kelly Lee; Sarah Lessard; Lynne L Levitsky; Aika Misawa; Farzad Noubary; Ronald Samuels; Kyung Jin Sun; Debbe Thompson; Amy S Lu
Journal:  Contemp Clin Trials       Date:  2020-07-17       Impact factor: 2.226

8.  Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.

Authors:  Judith E Deutsch; Sarah Westcott McCoy
Journal:  Pediatr Phys Ther       Date:  2017-07       Impact factor: 3.049

9.  Exploring Energy Expenditure and Body Movement of Exergaming in Children of Different Weight Status.

Authors:  Jungyun Hwang; I-Min Lee; Austin M Fernandez; Charles H Hillman; Amy Shirong Lu
Journal:  Pediatr Exerc Sci       Date:  2019-08-08       Impact factor: 2.333

10.  Active video games and energy balance in male adolescents: a randomized crossover trial.

Authors:  Aidan Gribbon; Jessica McNeil; Ollie Jay; Mark S Tremblay; Jean-Philippe Chaput
Journal:  Am J Clin Nutr       Date:  2015-03-11       Impact factor: 7.045

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