| Literature DB >> 33182327 |
Wenxi Liu1, Nan Zeng2, Daniel J McDonough1, Zan Gao1.
Abstract
Objective: The present study aimed to synthesize the most updated literature regarding the casual evidence of the effects of active video games (AVGs) on fundamental motor skills (FMS; locomotor skills and object control skills) and physical fitness among healthy children.Entities:
Keywords: children; exergaming; locomotor skills; object control skills
Year: 2020 PMID: 33182327 PMCID: PMC7664910 DOI: 10.3390/ijerph17218264
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Design quality analysis.
| Articles | Randomization | Control | Pre-Post | Retention | Missing Data | Power Analysis | Validity Measure | Follow-Up | Score | Effectiveness |
|---|---|---|---|---|---|---|---|---|---|---|
| Coknaz et al. [ | + | + | + | + | − | + | + | − | 6 | YES |
| Johnson et al. [ | + | + | + | + | − | − | + | − | 5 | NA |
| Gao et al. [ | − | + | + | + | + | + | + | − | 6 | NA |
| Barnett et al. [ | + | + | + | + | + | + | + | − | 7 | NA |
| Sheehan & Katz [ | + | + | + | + | + | − | + | − | 6 | YES |
| Sheehan & Katz [ | + | + | + | + | + | − | + | − | 6 | YES |
| Vernadakis et al. [ | + | + | + | + | − | − | + | − | 6 | YES |
| McGann et al. [ | + | + | + | + | + | − | + | − | 6 | YES |
| Xiong et al. [ | + | + | + | + | − | + | + | − | 6 | NA |
| Biljon & Longhurst [ | + | + | + | + | − | − | + | − | 5 | YES |
Note: “+” refers to positive (explicitly described and present in details); “−” refers to negative (inadequately described or absent); “YES” indicates significant positive effect; “NA” indicates no significant effect; median score = 6; retention: retaining more than 70% of the participants; follow-up: following more than 6 months after experiment.
Figure 1Flow diagram of studies through the review process.
Descriptive characteristics of included studies.
| Authors | Study Purpose | Sample Size/Settings | Outcomes | Measures | Duration | Intervention | Control | Findings |
|---|---|---|---|---|---|---|---|---|
| Coknaz et al. [ | To examine the effects of AVG on children’s physical fitness, reaction times, self-perception, and enjoyment levels. | Reaction time; | Reaction time was measured by timer as response time to visual and auditory stimuli | 12 weeks | Children alternatively played various Wii AVGs that included sports, balancing, aerobic, training, racing games; | Children in control group maintained their usual school routine. | AVG group showed significant improvement in agility and reaction times and physical perception as compared to control group. | |
| Johnson et al. [ | To determine whether playing sports AVGs has a positive influence on young children’s actual and perceived object control skills. | Object control skill; | The Test of Gross Motor Development-3 assessed object control skill. | 6 weeks | Children played Xbox Kinect games (e.g., Kinect Sports Season 1, Kinect Sports Season 2, and Sports Rivals); | Children in control group maintained their usual school routine. | No significant differences between the control and intervention groups were observed for both outcomes. | |
| Gao et al. [ | To examine a | Perceived physical competence; | The Test of Gross Motor Development-2 was used to assess FMS; | 8 weeks | Wii or Xbox Kinect; | Children in the control group maintain their weekly 100 min school usual care recess. | There was significant FMS improvement in intervention children but there is no significant difference as compared to control group. | |
| Barnett et al. [ | To investigate the impact of playing sports Active Video Games on children’s actual and perceived | Object control skill; | The Test of Gross Motor Development-2 was used to assess object control skills. | 6 weeks | Children were paired in groups playing selected Wii AVGs; | Children in control group maintained their usual school routine. | Object control skill improved over time, but there was no significant difference between groups in skill improvement | |
| Sheehan & Katz [ | To examine the effects of exergaming on children’s balance. | Balance | Postural stability was assessed by the HUR BT 4 Platform, a portable assessment device for testing the postural stability. | 6 weeks | Children played in groups on iDance AVG dancing games; | (1) PE with focus on agility, balance, and coordination improvement; | Postural stability significantly improved in exergaming group compared to typical PE class | |
| Sheehan & Katz [ | To examine the effects of exergaming-based school PE on children’s balance improvement | Balance | Postural stability was assessed by the HUR BT 4 Platform, a portable assessment device for testing the postural stability. | 6 weeks | Children group played selected Wii Fit + AVGs that aimed to improve balance (e.g., snowboarding); | (1) Agility, balance, and coordination PE class; | Exergaming group children improved postural stability significantly compared to control group (traditional PE); | |
| Vernadakis et al. [ | To compare the difference between exergame-based and traditional object control skills training program among elementary school children. | Object control skills | The Test of Gross Motor Development-2 was used to assess object control skills. | 8 weeks | (1) Children played Xbox Kinect AVGs (e.g., NBA Baller Beats and Kinect Sports); | Children in control group maintained their usual school routine. | Significant time effect was found on both exergaming and PA intervention groups; | |
| McGann et al. [ | To examine the effects of commercial exergames and purpose-built exergames on children’s locomotor skills. | Locomotor skills (jump, slide, hop, and skip) | The Test of Gross Motor Development-2 was used to assess FMS. | 8 weeks | Children played purpose-built exergame with human-in-the-loop component to manipulate the gaming environment for the development of FMS; | Children played on 2 Xbox 360 games and 2 Wii games, such as jump rope, gate keeper; | Intervention children had significant improvement in each locomotor skill (run, hop, skip, jump, and slide); | |
| Xiong et al. [ | To examine the effects of a child-centered exergaming program and a traditional teacher-led PA program on preschoolers’ executive functions and perceived competence | Executive functions; | 8 weeks | 4 AVG systems were set up in a room. Children had choices to single or group play during the AVG session (e.g., Nickelodeon Fit, Just Dance for Kids, Wii sports) | Unstructured recess; | Intervention children had significant improvement in executive functions and perceived social competence compared to control group; | ||
| Biljon & Longhurst [ | To examine the effects of AVG on overweight and obese children’s physical fitness | Motor proficiency | Bruininks-Oseretsky test for motor proficiency was used to | 6 weeks | Participants played selected Wii games; | (1) Participants in this group had access to traditional video games; | Intervention children had significant improvements in physical fitness. |
Note: AVG, active video game; FMS, fundamental motor skill.