| Literature DB >> 31968642 |
Wanda M Williams1, Cynthia G Ayres1.
Abstract
Children and adolescents are not meeting the required federal physical activity (PA) guidelines established by the United States Department of Health and Human Services. It is critical that a regular pattern of PA is established in their youth to ensure ongoing PA into adulthood. However, many programs implemented during adolescence have shown limited effects, stressing the need for more innovative approaches to generate more interest and maintenance of PA behavior in this age group. Active video games (AVGs) or exergaming may prove to be an innovate process to improve PA in children and adolescents. A literature review was conducted to explore if active video games or exergaming could be an effective intervention to improve physical activity in adolescents. Active video games, also called "exergames", are a category of video games that require movement or physical exertion to play the game. The methodology consisted of searching Academic Search Premier, CINAHL, The Cochrane Library, ERIC, PubMed, and Web of Science databases. Inclusion criteria involved only youth aged 12 to 19 years, randomized controlled trials (RCTs), and studies within the last 12 years. The following search terms were used: exergaming or active video games; physical activity or exercise; adolescents or youth; RCT or randomized clinical trial. The outcome indicates that exergaming or active video games can be an effective tool to improve PA in adolescents that will be more acceptable and sustainable than many conventional approaches.Entities:
Keywords: active video games; adolescents; exergaming; gamification; physical activity; teens; youth
Mesh:
Year: 2020 PMID: 31968642 PMCID: PMC7013707 DOI: 10.3390/ijerph17020669
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) http://www.prisma-statement.org.
Gaming and physical activity (PA): summary of studies that explored the use of active video games (AVGs) or exergames for adolescents.
| Study 1 | Study 2 | Study 3 | Study 4 | Study 5 | Study 6 | |
|---|---|---|---|---|---|---|
| Title of Article | Lessons Learned Through the Implementation of an eHealth Physical Activity Gaming Intervention with High School Youth | A Randomized Controlled Trial of Dance Exergaming for Exercise Training in Overweight and Obese Adolescent Girls | Psychological Effects of Dance-Based Group Exergaming in Obese Adolescents | Comparative Effectiveness of a 12-Week Physical Activity Intervention for Overweight and Obese Youth: Exergaming with “Dance Dance Revolution” | Effects of Interactive Video Game Cycling on Overweight and Obese Adolescent Health | Couch Potatoes to Jumping Beans: A Pilot Study of the Effect of Active Video Games on Physical Activity in Children. |
| Author(s), Year | Pope, L., Garnett, B., & Dibble, M. (2018) [ | Staiano, A. E, et al. (2017) [ | Wagener, T. L., Fedele, D. A., Mignogna, M. R., Hester, C. N., & Gillaspy, S. R. (2012) [ | Maloney, A. E., Threlkeld, K. A., & Cook, W. L. (2012) [ | Adamo, K. B., Rutherford, J. A., & Goldfield, G. S. (2010) [ | Ni Mhurchu, C., Maddison, R., Jiang, Y., Jull, A., Prapavessis, H., & Rodgers, A. (2008) [ |
| Purpose | To determine the feasibility of incentivizing adolescents to meet physical activity goals through rewards in an electronic game (Camp Conquer). | To determine the feasibility of completing a 12-week supervised, group-based exergaming intervention with overweight and obese adolescent girls self-selecting intensity level and examine the intervention’s effects on body composition and cardiovascular risk factors. | To investigate the impact of dance-based exergaming on a diverse sample of obese adolescents’ perceived competence to exercise, psychological adjustment, and body mass index (BMI) compared with a control condition. | To examine the influence of Dance Dance Revolution (DDR) on total PA among overweight and obese youth. Specifically, to test whether children from the treatment group (DDR and pedometers) would increase their level of PA compared with children from the comparison group (pedometers only) over a 12-week period. The primary outcome was the change in the target child’s level of PA. | To examine the efficacy of interactive video game stationary cycling (GameBike) | To evaluate the effect of active video games on children’s physical activity levels. |
| Framework/Theory | N/A | N/A | N/A | N/A | N/A | N/A |
| Randomization Process | Randomly assigned to a Game Condition (Camp Conquer) or Control Condition. | 41 met eligibility criteria and were randomly assigned to either the exergaming intervention ( | 41 adolescents were randomized: | 30 participants were randomized to video game or music condition: | ||
| Dose/Duration | Across 2 years: Year 1 consisted of game development and design; Year 2 consisted of an RCT where the game was tested for efficacy in a group of 100 high school students. | 36 hours over 3 months (12 weeks). | 10 weeks; returned to the clinic 3 times a week for a 40-min (including two separate 15-min exergaming segments) first session and 75-min (including four 15-min exergaming segments) subsequent sessions. | A 12-week physical activity intervention. | Exercised twice weekly for 10 weeks on the GameBike with the game console turned off. | 12-weeks. |
| Sample/Population | A group of 105 juniors and seniors (high school). Mean age was 17 years with a range from 16 to 18 years of age. 54 out 75 (71%) = female; Hispanic or Latino (12%); Asian ( | 41 adolescent girls: | 40 obese adolescents aged 12–18 years (mean age = 14): 66.7% female; 42% (Hispanic); 28% African American/Black; 20% Caucasian/White; and the remaining 10% biracial. | 65 families completed the study (32 in the treatment group and 33 control). A child between the ages of 9 and 17 years with a body mass index (BMI) of 85%–94% (overweight category). | 30 overweight obese adolescents aged 12–17 years. | 20 children mean SD age = 12 ± 1.5 years; 40% female. |
| Gaming Process/System | Camp Conquer is a capture the flag-style game. The game “currency” was the number of steps students took and the number of minutes they were active each day. Steps and active minutes translated into coins and gems in the game. | The exergaming intervention joined Klub Kinect. | 2–3 participants stood on their individual “dance pads” that consisted of colored arrows laid out in a cross shape, and with their feet, participants hit the arrows to musical and visual cues on a screen in front of them. | DDR X with two dance pads to encourage non-solo play (released by Konami Digital Entertainment, Inc.) | Interactive video game cycling program using the GameBike with stationary cycling to music. | Active video game. |
| Physical Activity Measurement | Each participant was given a Fitbit Flex to track activity throughout the study period. During the 12 experimental weeks, investigators tracked the number of steps students took each day, as well as the number of minutes they were active through data from the students’ Fitbits. Due to Fitbit programming, active minutes were defined as moving for at least 10 minutes continuously at an activity intensity of three metabolic equivalents or more. | Participants reported the amount of time spent exergaming and number of steps taken. Participants used stopwatches and wore Omron GoSmart pedometers. | The Perceived Competence Scale (PCS) (24) measured changes in adolescent-reported competency regarding maintaining regular exercise (e.g., “I feel confident in my ability to exercise regularly”). | PA levels were tracked for 12 weeks by self-report, pedometer, and accelerometer data. | Adherence to exercise was measured as the number of the times per week participants attended the sessions. | Objective (ActiGraph accelerometer) and subjective (Physical Activity Questionnaire for Children (PAQ-C)) measures. |
| Results/Findings | When students wore their Fitbits, they did not meet the goal of 10,000 steps/day, nor were they active for 60 min/day. The game group did better with steps and active minutes than the control group, and many students in the game group never played Camp Conquer. | Significant findings were only observed in the subset who adhered to the protocol (i.e., attended at least 75% of the sessions; achieved at least 2600 steps/session), and there were no other significant effects on cardiovascular risk factors. | Participants in the dance-based exergaming condition significantly increased in self-reported perceived competence to exercise regularly and reported significant improvement in relation with parents from baseline to end-of-treatment. | Self-reported frequency of moderate-to-vigorous PA increased significantly from baseline to 12 weeks for the treatment group and declined for the comparison group. Accelerometer results indicated a significant decline in moderate activity over time for the comparison group. | Both interventions produced significant improvements in submaximal indicators of aerobic fitness as measured by a graded cycle ergometer protocol. Also, when collapsed, the exercise modalities reduced body fat percentage and total cholesterol levels. | Physical activity (counts per minute), measured with an accelerometer, was higher in the active video game intervention group compared to the control group (mean difference at 6 weeks = 194 counts/min (95% confident interval (C.I.) 32, 310), |