| Literature DB >> 32234697 |
Daniël Bossen1, Aline Broekema1, Bart Visser1, Annette Brons2, Annieck Timmerman3, Faridi van Etten-Jamaludin4, Katja Braam1, Raoul Engelbert1,5,6.
Abstract
BACKGROUND: Physical activity (PA) is important for children with a chronic disease. Serious games may be useful to promote PA levels among these children.Entities:
Keywords: chronic disease; computer games; exercise therapy; health education; pediatrics; video games
Year: 2020 PMID: 32234697 PMCID: PMC7160705 DOI: 10.2196/14549
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) flowchart showing the selection procedure for the studies in this systematic review and meta-analysis.
Figure 2Risk of bias summary of the included studies.
Characteristics of the studies included in the systematic review and meta-analysis.
| Study | Participants | Intervention | Outcomes | Drop-outs | ||||||
| Author, year, country, study design | Sample size (n for Ia, n for Cb) | Gender (girls), n (%) | Age (years), mean (SD) | Chronic disorder | Treatment | Control | Physical activity measurements | Other | n for I, n for C | Timing (weeks) |
| Armbrust, 2017, Netherlands, 2-arm multicenter RCTc [ | 49 (28, 21) | 33 (67%) | 9.9 (8.7 to 11.3d) | Juvenile idiopathic arthritis | Web-based intervention | Supervised group sessions | AMe, 7-day activity diary | Cardiorespiratory endurance, quality of life | 2, 1 | 14 |
| Baque, 2017, Australia, 2-arm RCT [ | 60 (30, 30) | 26 (45%) | 12 (2.5) | Brain injury | No intervention | AM, pedometer | Cardiorespiratory endurance, functional muscle strength | 4, 3 | 20 | |
| Christison, 2016, USA, 2-arm RCT [ | 84 (60, 24) | 46 (58%) | 11.1 (1.3) | Obesity | Exergame | Didactic program with family | AM, pedometer | Cardiorespiratory endurance, | 24, 8 | 6f |
| Howell, 2018, USA, 2-arm RCT [ | 94 (63, 31) | 43 (55%) | 12.7 (1.1) | Cancer survivors | Web-based intervention | Activity monitor and educational | AM | Muscle strength, quality of life | 10, 6 | 24 |
| Maddison, 2011, New Zealand, 2-arm RCT [ | 322 (160, 162) | 87 (27%) | 11.6 (1.1) | Overweight & obesity | Exergame | No intervention | AM | Cardiorespiratory endurance, body composition | 20, 12 | 24 |
| Maloney, 2012, USA, 2-arm RCT [ | 64 (33, 31) | 34 (53%) | 12.3 (2.4) | Overweight & obesity | Exergame | Pedometers only | AM, pedometer, questionnaire | Body composition, cardiorespiratory endurance | 0, 0 | 12 |
| Mitchell, 2016, Australia, | 101 (51, 50) | 48 (48%) | 11.3 (2.5) | Cerebral palsy | Web-based intervention | No intervention (waiting list) | AM, pedometer, questionnaire | Cardiorespiratory endurance, muscle strength | 4, 6 | 20 |
| Staiano, 2017, USA, 2-arm RCT [ | 37 (19, 18) | 37 (100%) | 15.7 (1.3) | Overweight & obesity | Exergame | No intervention | AM, questionnaire | Body composition | 5g* | 13 |
| Trost, 2014, USA, 2-arm multicenter RCT [ | 75 (34, 41) | 41 (55%) | 10.0 (1.7) | Overweight &obesity | Exergame | Family-based weight management program | AM | Body composition | 3, 3 | 16 |
aI: intervention group.
bC: control group.
cRCT: randomized controlled trial.
dIQT: interquartile range.
eAM: accelerometer.
fmonths.
gI + C, not stratified by group.
Description of the physical activity and technology used in the interventions.
| Study | Setting | Type of technology | PAa elements | Serious game description |
| Armbrust et al [ | Home environment | Web-based | Arthritis and physical activity education, including barriers, PA benefits, and information about self-efficacy towards becoming more physically active | Films, animations, spoken text, puzzles, brain twisters, and assignments to promote PA; goal setting; email reminders to complete assignments; and a feedback loop to verify whether the child had read the information and finished the assignment. Cognitive behavioral theory was used. |
| Baque et al [ | Home environment | Exergame with internet-connected computer and Microsoft Kinect | Gross motor activities combined with cognitive and visual perception and upper limb exercises | Gross motor and daily PA assignments represented on a computer. An example is to use cognitive and visual perception and move the upper limb to solve a mathematical equation. Persuasive elements consisted of feedback and positive reinforcement by parents/guardians. |
| Christison et al [ | Research laboratory | Exergame through a PlayStation and Nintendo Wii | Aerobic and muscle strength exercises | A group activity with several games, including aerobic dance, interactive stationary biking, hitting/kicking targets, and boxing. The games used goal setting and documentation of PA in diaries rewarded with small incentives (not specified). |
| Howell et al [ | Home environment | Web-based application | Promotion of moderate to vigorous physical activities | The goal was to progress the avatar through various levels on a website. Educational materials, an activity monitor, and access to an interactive website were used to encourage PA via rewards. Points could be redeemed for small prizes (eg, t- shirts, stickers) and/or gift cards. |
| Maddison et al [ | Home environment | Exergame through a PlayStation | Promotion of light- to moderate-intensity physical activity | The games were Play3, Kinetic, Sport, and Dance Factory. This was combined with information and education about PA. |
| Maloney et al [ | Home environment | Exergame through a PlayStation and Wii | Promotion of physical dancing | Games to encourage dancing. |
| Mitchell et al [ | Home environment | Web-based application | Functional gross motor exercises such as sit-to-stand, squatting, and balancing | The Web-based exercises involved upper limb and visual-perceptual games. Examples of active video games are flying a spaceship while squatting and balancing on foam or lunging to shoot a pirate ship with a cannon ball. |
| Staiano et al [ | Research laboratory | Exergame through an Xbox 360 console | Encouragement of whole-body movement and moderate-intensity energy expenditure. | Different dance games. Games, songs, dance mode, intensity level, and dance partner were self-selected by the participant. |
| Trost et al [ | Schools and young men's Christian associations | Exergame through an Xbox 360 console | Not specified | During the second session, the JOIN for ME program was supplemented with an active sports game. A second active game was provided in week 9 of the JOIN for ME program. No explicit advice or goal was given regarding the use of the active gaming tool. |
aPA: physical activity.
Characteristics of the serious game interventions.
| Study | Duration (weeks) | Frequency/ intensity | Guidance and supervision | Measurement points | Game adherence |
| Armbrust et al [ | 14 | Weekly/not specified | 4 supervised group sessions with parents and children and contact via email with research personnel. Parents were requested to participate. | Baseline, 3 months, and 12 months | Not specified |
| Baque et al [ | 20 | 30 minutes per day, 60 hours game play in total | Supervision by a caregiver and assessment of online adherence. Parents were requested to participate. | Baseline and 20 weeks | Mean 17.57 hours (SD 14.9 hours, range 0-46.14 hours) of 'Move it to improve it' (Mitii) training, average of 52.68 logins (SD 39.98 logins) |
| Christison et al [ | 10 | Not specified | 10 supervised group sessions, 4 monthly maintenance sessions by a dietitian or counselor, and medical students as facilitators. Parents were requested to participate. | Baseline, 10 months, and 6 months | Not specified |
| Howell et al [ | 24 | Not specified | None | Baseline, 12 weeks, | Not specified |
| Maddison et al [ | 24 | Not specified | None | Baseline, 12 weeks, | At 12 weeks, 15.5 minutes a day (SD 26.3 minutes a day); at 24 weeks, 10.2 minutes a day (SD 23.9 minutes a day) |
| Maloney et al [ | 12 | Not specified | 2-6 contacts with research personnel over a 20-week period. Contact by e-mail or fax was made if participants did not use the program for 2 weeks. | Baseline and 12 weeks | 89 minutes per week over the 12-week period |
| Mitchell et al [ | 20 | 30 minutes a day on 6 days a week | Contact with therapists via email, telephone, or video conferencing for encouragement and technical support. | Baseline and 20 weeks | 32.4 hours (SD 17.2 hours) of training over the 20-week period, logging in for 24.2 minutes (SD 5.5 minutes) on an average of 77.7 days |
| Staiano et al [ | 12 | 60 minutes a day, 3 times a week | Three “Gaming Coaches” were present to supervise the game sessions. | Baseline and 14 weeks | Not specified |
| Trost et al [ | 16 | Not specified | The JOIN for Me program consisted of 16 weekly supervised sessions with groups of children and parents. | Baseline, 8 weeks, and 16 weeks | 8 children discontinued the program |
Figure 3Forest plot for the meta-analysis of moderate to vigorous physical activity (minutes per day).
Figure 4Forest plot for the meta-analysis of physical activity (step counts).
Figure 5Forest plot for the meta-analysis of cardiorespiratory endurance (6-minute walk test).
Figure 7Forest plot for the meta-analysis of BMI.