| Literature DB >> 35480851 |
Mohammad Alotaibi1, Fady Alnajjar2, Massimiliano Cappuccio3, Sumaya Khalid2, Tareq Alhmiedat1,4, Omar Mubin5.
Abstract
Childhood obesity is a widespread medical condition and presents a formidable challenge for public health. Long-term treatment strategies and early prevention strategies are required because obese children are more likely to carry this condition into adulthood, increasing their risk of developing other major health disorders. The present review analyses various technological interventions available for childhood obesity prevention and treatment. It also examines whether machine learning and technological interventions can play vital roles in its management. Twenty-six studies were shortlisted for the review using various technological strategies and analysed regarding their efficacy. While most of the selected studies showed positive outcomes, there was a lack of studies using robots and artificial intelligence to manage obesity in children. The use of machine learning was observed in various studies, and the integration of social robots and other efficacious strategies may be effective for treating childhood obesity in the future.Entities:
Keywords: artificial intelligence; childhood obesity; exergaming; intervention; machine learning
Year: 2022 PMID: 35480851 PMCID: PMC9037732 DOI: 10.2147/DMSO.S357176
Source DB: PubMed Journal: Diabetes Metab Syndr Obes ISSN: 1178-7007 Impact factor: 3.249
Figure 1Search strategy used for selection of studies.
Characteristics of the Included Literature
| Study Number | Author, Year | Study Design | Study Purpose | Participant Characteristics | |||
|---|---|---|---|---|---|---|---|
| Number of Participants 1) Intervention 2) Control | Gender | Age in Years | Characteristics | ||||
| 1 | Lindberg et al., 2016 | RCT | Education and Prevention | 1)32 | M + F | 10 | Healthy 3rd grade elementary children |
| 2 | Yang et al., 2017 | Non-RCT | Prevention | 1) 558 | M + F | 10–12 | Healthy school students |
| 3 | Argarini et al., 2020 | Experimental study | Treatment | 17 | M + F | 6–12 | BMI >85th percentile |
| 4 | Adamo et al., 2010 | Experimental study | Activity | 30 | M + F | 12–17 | Overweight children |
| 5 | Staiano et al., 2018 | RCT | Treatment | 1)23 | M + F | 10–12 | BMI z-score |
| 6 | Ruggiero et al., 2020 | Comparative study | Experiment | 48 | M + F | 7–13 | – |
| 7 | Trost et al., 2014 | Group RCT | Activity | 1)34 | M + F | 8–12 | BMI >85th percentile |
| 8 | Staiano et al., 2017 | RCT | Activity | 1)21 | F | 14–18 | Overweight and obese girls |
| 9 | Maddison et al., 2011 | RCT | Activity | 1)160 | M + F | 10–14 | Overweight and obese children |
| 10 | Duman et al., 2016 | Experimental study | Activity | 50 | M + F | 12–16 | Slightly overweight and obese |
| 11 | Wagener et al., 2012 | Experimental study | Activity | 1)21 | M + F | 12–18 | BMI >95th percentile |
| 12 | Coknaz et al. 2019 | RCT | Prevention | 106 | M+F | 9.6 (mean) | Healthy children |
| 13 | Gao et al. 2019 | RCT | Prevention | 32 | M+F | 4–6 yrs | Healthy children |
| 14 | Curiel et al., 2020 | Experimental study | Training and Prevention | 60 | M + F | 9 (mean) | Healthy children |
| 15 | Nawi et al., 2015 | RCT | Education | 1)47 | M + F | 16 | BMI >25 kg/m2 |
| 16 | Rio et al., 2019 | Quasi-experimental control trial | Activity and Education | 1)13 | M + F | 6–12 | Obese children |
| 17 | Chen et al., 2019 | RCT | Treatment and Prevention | 2)54 | M + F | 12–15 | BMI ≥85thpercentile |
| 18 | Rerksuppaphol et al. 2017 | RCT | Prevention | 3)217 | M+F | 10.6 (mean) | Healthy children |
| 19 | Nystrom et al. 2017 | RCT | Prevention | 4)263 | M+F | 4.5 (mean | Healthy children |
| 20 | Hammersley et al. 2019 | RCT | Prevention | 5)86 | M+F | 2–5 yrs | Healthy children |
| 21 | Fiechtner et al., 2016 | Experimental study | Monitoring | 498 | M = F | 6–12 | BMI >95th percentile |
| 22 | Lingren et al., 2016 | ML-based study | Detection | 428 | M + F | 1–6 | – |
| 23 | Rios-Julian et al., 2017 | ML-based study | Screening | 221 | M + F | 6–13 | – |
| 24 | Fergus et al., 2015 | ML-based study | Screening | 28 | M + F | 10–11 | – |
| 25 | Dugan et al., 2015 | ML-based study | Screening | 7519 | M + F | 0–2 | – |
| 26 | Balbir et al., 2020 | ML-based study | Screening | 18,818 | M + F | 9 months–14 years | – |
Abbreviations: BMI, body mass index; F, female; M, male; ML, machine learning; RCT, randomized controlled trial.
Key Findings of the Studies
| Study Number | Author, Year | Intervention | Intervention Duration and Intensity | Intervention Strategy | Key Findings |
|---|---|---|---|---|---|
| 1 | Lindberg et al., 2016 | Exergame RO2 with smartphone and wrist band using South Korean PE curriculum | 1 week, 15 min per student | The intervention group studied the curriculum by playing RO2, while the control group learned the curriculum using handouts. Questionnaires were developed to be answered by game groups to rate RO2. A quiz was held at the end of the intervention to calculate learning and retention in both groups. | Positive outcomes were observed; exergames motivated students to play irrespective of their physique. Learning via RO2 was more effective, kept students involved, and increased their heart rates. Learning outcomes showed significant variations between both groups. |
| 2 | Yang et al., 2017 | HAPPYME platform using quests involving physical activities and healthy dietary habits | 12-week test and 6-month follow-up | HAPPYME platform helps teachers and parents to monitor and provide encouragement to participating children. The application asks students to complete quests involving physical activities and healthy eating habits that help prevent obesity. The child acquires points after completing each quest, which adds a motivational aspect. The platform sends feedback to children and parents for monitoring their daily and weekly performance. | Demonstrated the efficacy of a mobile service with a comprehensive intervention program by measuring anthropometric parameters, such as body weight, height, BMI, and percentiles. |
| 3 | Argarini et al., 2020 | Moderate-intensity exergaming | 12 exercises (30–40 min per session) 3 sessions per week for 4 weeks | All measurements were made three days before the first exercise and after exercise, except energy expenditure. Exergaming was played using Microsoft Xbox 360 and Kinect Consoles. | Normal distribution with no significant difference between boys and girls. Regular moderate exergaming for 4 weeks in obese and overweight children can reduce BMI and improve fundamental movement skills. |
| 4 | Adamo et al., 2010 | Interactive video game with stationary cycling | 10 weeks | Divided into two groups: (1) interactive video game and stationary cycling (GameBike) and (2) stationary cycling and music. | Similar improvements were observed in the body composition. Cholesterol profiles and fitness in both music and cycling as well as stationary cycling while playing video games in overweight and obese teenagers resulted in improved attendance and a robust concentration of physical activity. |
| 5 | Staiano et al., 2018 | Exergaming using a gaming console | 1 h per session, 3 sessions a week for 24 weeks | Randomized group:
Four exergames using Kinect and Xbox 360 gaming console. A FitBit Zip was worn during the 24-week period. Regular meetings with a fitness coach to keep the child motivated.Control group: Maintained their regular physical activity. Xbox given at final clinical visit. | BMI z-score, cardiometabolic health, and physical activity levels all improved when performed at home regularly. |
| 6 | Ruggiero et al., 2020 | Exergaming and educational exercises | Not available | Physical activity and nutrition education combined into technological game created to encourage youth for healthier behavioral change to combat obesity. The educational exergame “MyPlatePicks” promoted movement, delivered knowledge, improved motivation, and changed behavior associated with healthy eating and physical activity. | Initial evaluation showed positive results, changes in physical activity, and healthy eating behavior. |
| 7 | Trost et al., 2014 | Active gaming and educational program | 8–16-week study | A family-based pediatric weight management program (JOIN for ME) was provided to the participants. | Adding active video gaming for pediatric weight management curriculum showed promising effects on the activity and weight. |
| 8 | Staiano et al., 2017 | Dance-based exergaming | 1 h per session, 3 sessions per week for 4 weeks | Kinect for Xbox 360 used for dance-based exergaming using Just Dance and Dance Central. | Bone mineral density increased and body fat reduced. |
| 9 | Maddison et al., 2011 | Active video games | 24 weeks | Intervention group used the following hardware: EyeToy camera, Dancemat, and active video games. | A small but considerable impact on BMI and body composition was observed with active video game intervention. |
| 10 | Duman et al., 2016 | Active video games | 3 days per week for 8 weeks | Aerobic exercises with music and active video games were used, and BMI was measured after 8 weeks. Data collected were then analyzed using SPSS 18.0 program. | Exercise program along with active video games showed promising effects as well as a constructive impact on self-respect and psychological wellbeing. |
| 11 | Wagener et al., 2012 | Dance-based exergaming | 3 sessions (40 min per session) per week for 10 weeks | Participants (2–3) stood on dance pads with colorful arrows placed out in a cross shape. Feet were used to hit arrows corresponding to musical and visual cues displayed on the screen. | Increased competence to exercise regularly. |
| 12 | Coknaz et al. 2019 | A parallel RCT to evaluate the effect of physical fitness, reaction times, self-perception and enjoyment levels by active video games in inactive and technologically preoccupied children | 12 weeks | Active games was used as intervention for children from 3 schools and 1 school was a control group. Primary outcomes were weight, body mass and fat ratios. | Active video games led to a reduction in weight gain. They are also beneficial tools in diverting children from inactivity thus preventing obesity. |
| 13 | Gao et al. 2019 | Home-based educational exergaming intervention effects on preschoolers. | 12 weeks | The participants were divided into intervention and control groups. The intervention group did exergaming on Leap TV gaming console control group continued with their regular physical activities, | Home-based educational exergaming may positively impact cognitive flexibility in preschoolers. |
| 14 | Curiel et al., 2020 | Video game FoodRateMaster to improve knowledge regarding food and encourage healthy eating behavior | 12 sessions in 6 weeks | Gaming was used to improve nutritional knowledge and apply techniques to bring about behavioral change, increase awareness of unhealthy and healthy foods, and improve consumption of healthy food. This active game increases physical activity. | Positive outcome was observed as children showed improved food knowledge before and after the game. Parents gave positive feedback and reported that they observed changes in eating habits in their children. |
| 15 | Nawi et al., 2015 | Educational information given via internet and pamphlets | 12 weeks | Internet-based intervention ObeseGo! was used in a randomized group (healthy lifestyle and diet information were provided via the internet). | ObeseGo! showed minimal effect in the reduction of BMI, waist circumference, and percentage body fat. |
| 16 | Rio et al., 2019 | Physical activity, vocation projects, and training sessions | 3 years | Along with training, weekly group sessions on eating healthy as well as health education were conducted using active video games. | Improvements in understanding and obedience to the Mediterranean diet were observed in the experimental group. |
| 17 | Chen et al., 2019 | Web-based behavior program | 8 months | Web-based program to improve self-efficiency for enhancing the understanding and use of problem-solving skills in relation to nutrition and physical activity. An interactive dietary training software program (The Wok) was custom-made according to common Chinese food and was used by participants to check the nutritional information. Internet information included voice overs, graphics, and comics. | Decreased waist-to-hip ratio, reduced blood pressure, increased the intake of vegetables and fruits, increased physical activity, and increased knowledge about nutrition. |
| 18 | Rerksuppaphol et al. 2017 | Internet based obesity program for obesity prevention in Thai school children | Four months, monthly | Healthy children were randomized | Internet the based obesity prevention program was effective and helped in addressing the rising obesity in children. |
| 19 | Nystrom et al. 2017 | Mobile health (mHealth) obesity prevention program on body fat, dietary habits, and physical activity in healthy children | 6 months | p. 6-month mHealth program. Where the primary outcome was fat mass index (FMI), whereas the secondary outcomes were intakes healthy and unhealthy foods and time spent being non-active and in moderate-to-vigorous physical activity | No difference between the intervention and |
| 20 | Hammersley et al. 2019 | Internet and email based intervention lifestyle program | 11 weeks, 6 months follow up | 11-week internet-based healthy lifestyle program, by fortnightly emails for 3 months for intervention group. Comparison participants received email communication only. BMI was the primary outcome. | eHealth childhood obesity prevention improved dietary-related practices and self-efficacy but did not reduce BMI. |
| 21 | Fiechtner et al., 2016 | Monitoring behavior | 1 year | CDS system used by clinicians. Family self-guided changes in behavior and coaching for health. Results were recorded as a change in BMI z-score as well as in the intake of sugar-based drinks, fruits, and vegetables. | Distance to a supermarket <1 mile and intervention improved fruit and vegetable consumption by 0.29 portions per day and reduced BMI z-score by 0.04 units compared with controls. |
| 22 | Lingren et al., 2016 | ML-based algorithms | Not available | ML- and rule-based algorithms from structured and unstructured data from two electronic health record databases were developed to detect severe early childhood obesity and high long-term risk of developing obesity-related comorbidities. | Precision was stressed in the high-fidelity group. The rule-based algorithm achieved the best overall results. |
| 23 | Rios-Julian et al., 2017 | ML-based algorithms | Not available | The study evaluated the practicability of an automated screening tool for diagnosing obesity using anthropometric variables and an ML approach. | High capacity shown by classifiers for assessing whether or not the participant was overweight. |
| 24 | Fergus et al., 2015 | ML-based algorithms | Not available | Activities were evaluated using data recorded from wearable accelerometer sensors in free-living environments. Physical activity and assessment was performed using a multilayer perceptron neural network for the classification of physical activities by the type of activity. | Overall accuracy, 96%; sensitivity, 95%; specificity, 99%. |
| 25 | Dugan et al., 2015 | ML-based algorithms | Data collected over 9 years | An algorithm was used to predict obesity in children aged >2 years with data accumulated before the second birthday using CHICA. | Accurate model was created. |
| 26 | Balbir et al., 2020 | ML-based algorithms | Not available | Overweight or obesity prediction for young people using ML techniques. | Approximately 90% accuracy in prediction for the target class was attained. |
Abbreviations: BMI, body mass index; CDS, computer decision system; CHICA, Child Health Improvement through Computer Automation; ML, machine learning; PE, physical education; RO2, Running Othello.
Quality Assessment of Included Studies
| Sno | Author, Year | Q1 | Q2 | Q3 | Q4 | Q5 |
|---|---|---|---|---|---|---|
| 1 | Lindberg et al., 2016 | Y | Y | Y | N | N |
| 2 | Yang et al., 2017 | Y | Y | Y | Y | N |
| 4 | Argarini et al., 2020 | N | Y | Y | Y | N |
| 5 | Adamo et al., 2010 | Y | Y | Y | Y | N |
| 6 | Staiano et al., 2018 | Y | Y | Y | Y | N |
| 7 | Ruggiero et al., 2020 | Y | Y | Y | ? | N |
| 9 | Trost et al., 2014 | Y | Y | Y | Y | N |
| 10 | Staiano et al., 2017 | Y | Y | Y | Y | N |
| 19 | Maddison et al., 2011 | Y | Y | Y | Y | N |
| 20 | Duman et al., 2016 | Y | Y | Y | Y | N |
| 12 | Wagener et al., 2012 | Y | Y | Y | Y | N |
| 24 | Coknaz et al. 2019 | Y | Y | Y | Y | N |
| 26 | Gao et al. 2019 | Y | Y | Y | Y | N |
| 3 | Curiel et al., 2020 | Y | Y | Y | Y | N |
| 8 | Nawi et al., 2015 | Y | Y | Y | Y | N |
| 11 | Rio et al., 2019 | Y | Y | Y | Y | N |
| 21 | Chen et al., 2019 | Y | Y | Y | Y | N |
| 22 | Rerksuppaphol et al. 2017 | Y | Y | Y | Y | N |
| 23 | Nystrom et al. 2017 | Y | Y | Y | Y | N |
| 25 | Hammersley et al. 2019 | Y | Y | Y | Y | N |
| 13 | Fiechtner et al., 2016 | Y | Y | Y | Y | N |
| 14 | Lingren et al., 2016 | Y | Y | N | Y | Y |
| 15 | Rios-Julian et al., 2017 | Y | Y | N | ? | Y |
| 16 | Fergus et al., 2015 | Y | Y | N | ? | Y |
| 17 | Dugan et al., 2015 | Y | Y | N | ? | Y |
| 18 | Balbir et al., 2020 | Y | Y | N | ? | Y |
Notes: Q1, studies with sample size >20; Q2, studies with age details; Q3, studies with the sample characteristic; Q4, studies with intervention duration >3 weeks; Q5, studies with machine learning /artificial intelligence/robots.