Literature DB >> 27688056

Health game interventions to enhance physical activity self-efficacy of children: a quantitative systematic review.

Anni Pakarinen1, Heidi Parisod1, Jouni Smed2, Sanna Salanterä1,3.   

Abstract

AIM: To describe and explore health game interventions that enhance the physical activity self-efficacy of children and to evaluate the effectiveness of these interventions.
BACKGROUND: Physical inactivity among children has increased globally. Self-efficacy is one of the key determinants of physical activity engagement in children. There is a need to explore new and innovative interventions to enhance physical activity self-efficacy that are also acceptable for today's children.
DESIGN: Quantitative systematic review. DATA SOURCES: MEDLINE (Ovid), CINAHL, PsychInfo, EMBASE and the Cochrane Library between 1996-2016. REVIEW
METHODS: A review was conducted in accordance with the Cochrane Collaboration guidelines. A systematic search was done in June 2016 by two independent reviewers according to the eligibility criteria as follows: controlled trial, comparison of digital game intervention with no game intervention control condition, participants younger than 18 years of age and reported statistical analyses of a physical activity self-efficacy outcome measure.
RESULTS: Altogether, five studies met the eligibility criteria. Four game interventions, employing three active games and one educational game, had positive effects on children's physical activity self-efficacy. An intervention, employing a game-themed mobile application, showed no intervention effects. The variation between intervention characteristics was significant and the quality of the studies was found to be at a medium level.
CONCLUSION: Although health game interventions seemingly enhance the physical activity self-efficacy of children and have potential as a means of increasing physical activity, more rigorous research is needed to clarify how effective such interventions are in the longer run to contribute to the development of game-based interventions.
© 2016 John Wiley & Sons Ltd.

Entities:  

Keywords:  children; health game; health promotion; nursing; physical activity; self-efficacy; systematic review

Mesh:

Year:  2016        PMID: 27688056     DOI: 10.1111/jan.13160

Source DB:  PubMed          Journal:  J Adv Nurs        ISSN: 0309-2402            Impact factor:   3.187


  10 in total

1.  Mediators of physical activity between standard exercise and exercise video games.

Authors:  Beth C Bock; Shira I Dunsiger; Joseph T Ciccolo; Eva R Serber; Wen-Chih Wu; Marie Sillice; Bess H Marcus
Journal:  Health Psychol       Date:  2019-09-12       Impact factor: 4.267

2.  Predicting physical activity among urban adolescent girls: A test of the health promotion model.

Authors:  Vicki R Voskuil; Lorraine B Robbins; Steven J Pierce
Journal:  Res Nurs Health       Date:  2019-06-26       Impact factor: 2.228

3.  Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study.

Authors:  Jana Marina Kleschnitzki; Inga Grossmann; Reinhard Beyer; Luzi Beyer
Journal:  JMIR Serious Games       Date:  2022-05-10       Impact factor: 3.364

Review 4.  E-&mHealth interventions targeting nutrition, physical activity, sedentary behavior, and/or obesity among children: A scoping review of systematic reviews and meta-analyses.

Authors:  Chelsea L Kracht; Melinda Hutchesson; Mavra Ahmed; Andre Matthias Müller; Lee M Ashton; Hannah M Brown; Ann DeSmet; Carol A Maher; Chelsea E Mauch; Corneel Vandelanotte; Zenong Yin; Megan Whatnall; Camille E Short; Amanda E Staiano
Journal:  Obes Rev       Date:  2021-09-02       Impact factor: 9.213

Review 5.  Effectiveness of Mobile Apps in Promoting Healthy Behavior Changes and Preventing Obesity in Children: Systematic Review.

Authors:  Kiana W Yau; Tricia S Tang; Matthias Görges; Susan Pinkney; Annie D Kim; Angela Kalia; Shazhan Amed
Journal:  JMIR Pediatr Parent       Date:  2022-03-28

6.  An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren.

Authors:  Manuel Castro-Sánchez; Ramón Chacón-Cuberos; José Luis Ubago-Jiménez; Edson Zafra-Santos; Félix Zurita-Ortega
Journal:  Int J Environ Res Public Health       Date:  2018-08-29       Impact factor: 3.390

Review 7.  Active Video Games for Improving Mental Health and Physical Fitness-An Alternative for Children and Adolescents during Social Isolation: An Overview.

Authors:  Isis Kelly Dos Santos; Rafaela Catherine da Silva Cunha de Medeiros; Jason Azevedo de Medeiros; Paulo Francisco de Almeida-Neto; Dianne Cristina Souza de Sena; Ricardo Ney Cobucci; Ricardo Santos Oliveira; Breno Guilherme de Araújo Tinoco Cabral; Paulo Moreira Silva Dantas
Journal:  Int J Environ Res Public Health       Date:  2021-02-09       Impact factor: 3.390

8.  Hosting an Online World Café to Develop an Understanding of Digital Health Promoting Settings from a Citizen's Perspective-Methodological Potentials and Challenges.

Authors:  Joanna Albrecht; Anna Lea Stark; Eleana Dongas; Kamil J Wrona; Christoph Dockweiler
Journal:  Int J Environ Res Public Health       Date:  2022-08-12       Impact factor: 4.614

Review 9.  Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis.

Authors:  Daniël Bossen; Aline Broekema; Bart Visser; Annette Brons; Annieck Timmerman; Faridi van Etten-Jamaludin; Katja Braam; Raoul Engelbert
Journal:  J Med Internet Res       Date:  2020-04-01       Impact factor: 5.428

Review 10.  Digital Behavior Change Interventions for Younger Children With Chronic Health Conditions: Systematic Review.

Authors:  Amberly Brigden; Emma Anderson; Catherine Linney; Richard Morris; Roxanne Parslow; Teona Serafimova; Lucie Smith; Emily Briggs; Maria Loades; Esther Crawley
Journal:  J Med Internet Res       Date:  2020-07-31       Impact factor: 5.428

  10 in total

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