Literature DB >> 33666566

Comment on: Problematic online gaming and the COVID-19 pandemic - The role of exergames.

Ricardo B Viana1,2, Rodrigo L Vancini3, Wellington F Silva1, Naiane S Morais1, Vinnycius N de Oliveira1, Marília S Andrade4, Claudio A B de Lira1.   

Abstract

Although significant increases in gaming may not always be beneficial, exergames (a new generation of video games also known as exergaming or active video games) appear as an alternative, feasible, attractive, and safe way to perform physical exercise for most clinical and nonclinical populations. Therefore, it is important to recognize that exergames can be considered a useful tool for coping with the COVID-19 outbreak and the recommended social distancing period.

Entities:  

Keywords:  COVID-19; active video game; coronavirus; exergaming; pandemic

Mesh:

Year:  2021        PMID: 33666566      PMCID: PMC8969849          DOI: 10.1556/2006.2021.00014

Source DB:  PubMed          Journal:  J Behav Addict        ISSN: 2062-5871            Impact factor:   6.756


We read with great interest the recent letter to the editor “Problematic online gaming and the COVID-19 pandemic” (King et al., 2020) published in the Journal of Behavioral Addictions. The authors expressed their concern about the increase in online gaming due to stay-at-home mandates and quarantines related to the COVID-19 outbreak. Although significant increases in gaming may not always be beneficial (King, Koster, & Billieux, 2019), we would like to call attention to a specific type of gaming – exergames. Exergames are an interesting way to play a video game while exercising that is both feasible and attractive for most clinical and nonclinical populations (Fung et al., 2010). Therefore, we offer a critical appraisal of the potential usage of exergames as a coping strategy for social isolation in a home-based environment during the COVID-19 outbreak and the recommended social distancing period. Exergames, a new generation of video games also known as exergaming or active video games, are linked to the idea of integrating ample body movements (e.g., trunk, upper and/or lower limbs) (Staiano & Calvert, 2011; Wiemeyer et al., 2015) with attractive digital games (Rizzo, Lange, Suma, & Bolas, 2011; Wiemeyer et al., 2015). Visual and auditory stimuli are combined with different types of equipment (e.g., balance boards, steeping mats, dance mats, dumbbells, cameras, and other types of sensors and inputs) that allow users to move to play (Baracho, Gripp, & Lima, 2012; Lieberman et al., 2011). Exergames, like traditional video games, can also be played in multiplayer mode, which can contribute to increasing social interaction in a home environment (O’Donovan et al., 2012; Peng & Crouse, 2013). Currently, there are several types of exergames, such as those which simulate traditional aerobic exercises (e.g., walking, running, and cycling) (Graves et al., 2010; Wu, Wu, & Chu, 2015), sports modalities (e.g., basketball, bowling, tennis, table tennis, baseball, swimming, ping-pong, volleyball, beach volleyball, and boxing), dancing (Neves et al., 2015; Unnithan, Houser, & Fernhall, 2006; Viana et al., 2017), and weight-bearing exercises (Moreira, Rodacki, Costa, Pitta, & Bento, 2020; Viana et al., 2018; Viana, Gentil, Andrade, Vancini, & de Lira, 2019). Consoles that enable this experience are Sony’s PlayStation Move®, Microsoft’s Xbox Kinect® and Nintendo’s Wii® (Viana et al., 2020; Wiemeyer et al., 2015). Compared to online gaming, exergames appear more advantageous because they induce acute and chronic beneficial physiological and psychological changes that are not typically found following traditional forms of sedentary video gaming. Most studies involving exergames have investigated their effects on behavioral, cognitive, psychological and physical outcomes (Benzing & Schmidt, 2018; Viana et al., 2020). There is evidence that exergame interventions are able to improve physical activity levels (Fogel, Miltenberger, Graves, & Koehler, 2010), the performance of daily activities (Neumann, Meidert, Barberà-Guillem, Poveda-Puente, & Becker, 2018; Zangirolami-Raimundo et al., 2019), muscle strength in older adults (Htut, Hiengkaew, Jalayondeja, & Vongsirinavarat, 2018), heart rate (Graves et al., 2010; Neves et al., 2015; Rodrigues et al., 2015; Viana et al., 2017, 2018), oxygen consumption (Graves et al., 2010; Rodrigues et al., 2015; Viana et al., 2018), and energy expenditure in various populations (Graves et al., 2010; Rodrigues et al., 2015; Viana et al., 2018; Wu et al., 2015), improvements in body composition in children (Staiano, Abraham, & Calvert, 2013), postural balance (Jorgensen, Laessoe, Hendriksen, Nielsen, & Aagaard, 2013), cognitive function in older adults (Maillot, Perrot, & Hartley, 2012), and anxiety disorders in different populations (Viana & de Lira, 2020; Viana et al., 2017). Therefore, although access to exergames may be more limited than access to traditional video games, the benefits of this type of video games must be taken into account during the COVID-19 outbreak due to its strong motivational ability. Exergames are great in increasing motivation for exercise (Peng & Crouse, 2013), and physical exercise plays an important role in coping with the detrimental effects on health imposed by social isolation and lockdown, such as a decrease in physical activity levels and an increase in sedentary behavior. In summary, while we applaud the manuscript by King, Delfabbro, Billieux, and Potenza (2020), it is also important to recognize that exergames can be considered a useful tool for coping with the negative consequences imposed by the COVID-19 outbreak and self-isolation period.

Funding sources

This study was funded by Fundação de Amparo à Pesquisa do Estado de Goiás-FAPEG/Brazil (grant no. 201210267001056) and by Conselho Nacional de Desenvolvimento Científico e Tecnológico-CNPq/Brazil (grant no. 405096/2016-0).

Authors’ contribution

Author RBV wrote the first draft of the letter and all authors contributed to and have approved the final manuscript.

Conflict of interest

The authors report no financial or other relationship relevant to the subject of this article.
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Authors:  Lee E F Graves; Nicola D Ridgers; Karen Williams; Gareth Stratton; Greg Atkinson; Nigel T Cable
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Authors:  Vera Fung; Ken So; Esther Park; Aileen Ho; Jennifer Shaffer; Elaine Chan; Manuel Gomez
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3.  Playing in parallel: the effects of multiplayer modes in active video game on motivation and physical exertion.

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Journal:  Cyberpsychol Behav Soc Netw       Date:  2013-03-19

Review 4.  The effects of exergames on anxiety levels: A systematic review and meta-analysis.

Authors:  Ricardo Borges Viana; Scott J Dankel; Jeremy P Loenneke; Paulo Gentil; Carlos Alexandre Vieira; Marília Dos Santos Andrade; Rodrigo Luiz Vancini; Claudio Andre Barbosa de Lira
Journal:  Scand J Med Sci Sports       Date:  2020-04-15       Impact factor: 4.221

5.  Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

Authors:  Pauline Maillot; Alexandra Perrot; Alan Hartley
Journal:  Psychol Aging       Date:  2011-11-28

Review 6.  Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

Authors:  Albert Skip Rizzo; Belinda Lange; Evan A Suma; Mark Bolas
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

Review 7.  Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats.

Authors:  Valentin Benzing; Mirko Schmidt
Journal:  J Clin Med       Date:  2018-11-08       Impact factor: 4.241

8.  Acute cardiovascular responses while playing virtual games simulated by Nintendo Wii(®).

Authors:  Gusthavo Augusto Alves Rodrigues; Danilo De Souza Felipe; Elisangela Silva; Wagner Zeferino De Freitas; Wonder Passoni Higino; Fabiano Fernandes Da Silva; Wellington Roberto Gomes De Carvalho; Renato Aparecido de Souza
Journal:  J Phys Ther Sci       Date:  2015-09-30

9.  Effects of physical, virtual reality-based, and brain exercise on physical, cognition, and preference in older persons: a randomized controlled trial.

Authors:  Thwe Zar Chi Htut; Vimonwan Hiengkaew; Chutima Jalayondeja; Mantana Vongsirinavarat
Journal:  Eur Rev Aging Phys Act       Date:  2018-10-02       Impact factor: 3.878

10.  Problematic online gaming and the COVID-19 pandemic.

Authors:  Daniel L King; Paul H Delfabbro; Joel Billieux; Marc N Potenza
Journal:  J Behav Addict       Date:  2020-04-29       Impact factor: 6.756

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Review 2.  A systematic review of the impact of COVID-19 on the game addiction of children and adolescents.

Authors:  Tae Sun Han; Heejun Cho; Dajung Sung; Min-Hyeon Park
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3.  Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic.

Authors:  John Muñoz; Samira Mehrabi; Yirou Li; Aysha Basharat; Laura E Middleton; Shi Cao; Michael Barnett-Cowan; Jennifer Boger
Journal:  JMIR Serious Games       Date:  2022-01-19       Impact factor: 4.143

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