| Literature DB >> 27536158 |
Abstract
Although exergaming has been used as a physical activity modality among various populations, the evidence regarding its effectiveness on health-related outcomes in overweight/obese individuals remains unclear. The current study systematically reviewed literature and summarized findings of exergame-based interventions in overweight/obese populations with the goal of clarifying the current perspectives on exergaming and obesity. The initial search yielded 202 articles from six databases; 12 studies were included after evaluating for inclusion criteria and removing duplicates. Among these studies, seven were randomized controlled trials, two were control trials, and three were comparison studies. Overall, exergaming has the potential to attenuate weight gain and shows promise when used for physical activity and physical fitness promotion. Further, exergame play is positively associated with psychological well-being, but its effects on physiological outcomes are inconclusive. Finally, effects of exergaming on energy intake are not clear. Existing evidence supports that exergaming may elicit some health benefits in people who are overweight or/and obese. The limited number of available randomized controlled trials, however, restrict the ability to draw a conclusion that exergaming can trigger a change in all health-related outcomes. More research is warranted to make definitive conclusions regarding the effects of exergaming on health-related outcomes in such populations.Entities:
Keywords: active video game; children and adolescents; systematic review; weight loss
Year: 2016 PMID: 27536158 PMCID: PMC4977069 DOI: 10.2147/IJGM.S99025
Source DB: PubMed Journal: Int J Gen Med ISSN: 1178-7074
Figure 1Flow diagram of studies through the review process.
Notes: *Reasons for study exclusion included ineligible age, ineligible populations, ineligible exergaming types, and ineligible outcomes. Many studies were excluded for multiple reasons.
Summary of exergaming studies
| Study description | Sample and design | Types of AVGs | Outcomes | Dose | Findings |
|---|---|---|---|---|---|
| To evaluate the physiologic cost, relative reinforcing value, and liking of playing Wii versus a traditional sedentary video game in lean and overweight/obese children (USA) | Children aged 8–12 years (overweight/obese participants, n=11; lean participants, n=13); comparison design | Wii Sports Boxing | HR, VO2, liking, and relative reinforcing value | All children completed four 10 min activity conditions: resting, treadmill walking, traditional SVG play, and physically interactive video game play | Average HR, VO2, and liking were significantly greater for Nintendo Wii than all other conditions. |
| To evaluate the efficacy and feasibility of a multifaceted, community-based weight intervention program for children using exergaming technology (USA) | 40 overweight or obese children aged 8–16 years; pre–post test | DDR, Nintendo Wii tennis and boxing, PlayStation 2, etc. | BMI, psychological and behavioral outcomes | 120 minutes per week ×10 weeks | The average BMI significantly decreased; the average Global Self-Worth score improved; screen time and soda intake reduced; and exercise hours per week increased after intervention. |
| To examine whether a 20-week exergame (ie, videogame that requires gross motor activity) intervention can produce weight loss and improve psychosocial outcomes (USA) | African-American adolescents aged 15–19 years (competitive exergame, n=19; cooperative exergame, n=19; control, n=16); RCT | Nintendo Wii | Weight, peer support, self-efficacy, and self-esteem | 30–60 minutes per school day ×20 weeks | Cooperative exergame players lost significantly more weight than the control group, which did not lose weight. The competitive exergame players did not differ significantly from the other groups. Self-efficacy of cooperative exergame players also significantly increased compared to the control group, and peer support also increased significantly in both the exergame groups compared to the control group. |
| To examine the influence of exergaming on adolescent girls’ body composition and cardiovascular risk factors (USA) | Obese girls aged 14–18 years (dance exergaming group, n=21; self-directed care control group, n=20); RCT | Xbox Kinect (Just Dance and Dance Central) | Body size and composition, blood pressure, cholesterol, triglycerides, glucose, and insulin | 60 minutes per session ×3 times per week ×12 weeks | Per protocol (attended >75%), abdominal subcutaneous adiposity decreased significantly and trunk and spine BMD increased in the intervention group. Per protocol (>2600 steps/session), leg percentage of fat decreased significantly and abdominal subcutaneous and total adiposity decreased in the intervention group. |
| To evaluate the effects of exergaming on physical activity and weight loss in overweight and obese children (USA) | Overweight and obese children aged 8–12 years (exergame + weight management group, n=31; weight management group, n=38); RCT | Xbox Kinect (Kinect Adventures and Kinect Sports) | Physical activity levels, percentage overweight, and BMI | 60 minutes per day ×16 weeks | Participants in the program and active gaming group exhibited significant increases in moderate- to-vigorous and vigorous physical activity at week 16. In the program-only group, a decline or no change was observed in the moderate-to-vigorous and vigorous physical activity. Participants in both the groups exhibited significant reductions in percentage overweight and BMI at week 16.(br)However, the program and active gaming group exhibited significantly greater reductions in percentage overweight and BMI. |
| To investigate the impact of dance-based exergaming on a diverse sample of obese adolescents’ perceived competence to exercise, psychological adjustment, and BMI (USA) | Obese adolescents aged 12–18 years (exergame group, n=20; control group, n=20); RCT | DDR | BMI, psychological adjustment, and perceived competence to exercise | 3 times a week for 40 minutes in the first session and 75 min in subsequent sessions ×10 weeks | Compared with controls, participants in the dance-based exergaming group exhibited significant increase in self-reported perceived competence to exercise regularly and reported significant improvement in relationship with parents from baseline to end-of-treatment. Mothers of adolescents in the exergaming group reported significant reductions in both composite scores of internalizing and externalizing symptomatology. |
| To examine the efficacy of interactive video game stationary cycling in comparison with stationary cycling to music on adherence, energy expenditure measures, submaximal aerobic fitness, body composition, and cardiovascular disease risk markers in overweight and obese adolescents (Canada) | Overweight or obese adolescents aged 12–17 years (interactive video game cycling group, n=13; stationary bike music group, n=13); RCT | Sony PlayStation 2 | Exercise adherence, body composition, aerobic fitness, and exercise behavior | Twice per week for 60 minutes per session ×10 weeks | The music group had a higher percentage of attendance. There were no significant differences in peak HR, peak workload, time to exhaustion, body weight, BMI, fat mass, fat-free mass, waist circumference, and blood work parameters. |
| To examine the effects of 1-hour AVG play on lean and obese adolescents’ energy expenditure (Canada) | Adolescent boys aged 12–15 years (exergame group, n=19 obese; control group; n=12 lean); CT | XBOX 360 Kinect Sport Boxing | Body weight, BMI, BF, EE, HR, METs | 60 minutes | Body weight, BMI, and body fat were significantly higher in obese adolescents. Absolute EE was significantly higher in obese adolescents but not when corrected for body composition. |
| To evaluate the effects of stationary cycling to music versus interactive video game cycling on psychosocial functioning in obese adolescents (Canada) | Overweight or obese adolescents aged 12–17 years (interactive video game cycling group, n=13; stationary bike music group, n=13); RCT | Sony PlayStation 2 | Scholastic competence, social competence, athletic competence, body image, self-esteem, aerobic fitness, and body composition | Twice per week for 60 minutes per session ×10 weeks | Although no differences emerged between the exercise groups over time, when collapsed across exercise modality, significant pre–post improvements were found for body image, perceived scholastic competence, and social competence. Changes in aerobic fitness, but not body composition, were positively associated with psychosocial functioning. |
| To evaluate the effects of active video games over a 6-month period on weight, body composition, physical activity, and physical fitness (New Zealand) | Overweight and obese children aged 10–14 years (exergame group, n=160; control group, n=162); RCT | Sony PlayStation EyeToy | BMI, BF, physical activity, cardiorespiratory fitness, video game play, and food snacking | 60 minutes of moderate-to-vigorous PA on most days of the week ×24 weeks | The treatment effect on BMI favored the intervention group. |
| To investigate the effects of exergaming on overweight and obese children’s functional fitness (South Africa) | Overweight and obese children aged 9–12 years (exergame group, n=11; control group A, n=10; control group B, n=10); CT | Nintendo Wii | Functional fitness (ie, agility, speed, balance, reaction time, and coordination) | 3 days per week for 30 minutes per session ×6 weeks | The exergame group showed significant improvement in their level of functional fitness. Specifically, coordination, reaction time, and speed and agility increased by magnitudes of 28%, 94%, and 37% respectively. |
| To investigate the effects of an exergaming platform on perceived exertion, self-efficacy, positive expectations, and satisfaction in overweight/obese children and adolescents as compared with normal-weight children (Spain) | Children and adolescents aged 6–16 years (walking on a treadmill with the support of the videogame platform group, n=21; walking on a treadmill group, n=21); comparison design | Wii Fit | Satisfaction, self-efficacy, positive expectations, RPE, HR, VO2, MET | In both the conditions, the treadmill program was 4 minutes in duration at a fixed speed of 4.2 km/h, with 4 additional minutes at 5.7 km/h (brisk walking speed). | The obese children scored significantly higher in expectations and satisfaction in the exergame condition but not in self-efficacy, perceived exertion, or physiological measures. |
Abbreviations: AVG, active video game; BF, body fat; BMD, bone mineral density; BMI, body mass index; CT, control trial; DDR, Dance Dance Revolution; EE, energy expenditure; HR, heart rate; MET, metabolic equivalent task; PA, physical activity; RCT, randomized controlled trial; RPE, rate of perceived exertion; SVG, sedentary video game; VO2, maximal oxygen consumption.