1
|
Calcaterra V, Vandoni M, Marin L, Carnevale Pellino V, Rossi V, Gatti A, Patanè P, Cavallo C, Re F, Albanese I, Silvestri D, De Nunzio A, Zuccotti G. Exergames to Limit Weight Gain and to Fight Sedentarism in Children and Adolescents with Obesity. CHILDREN (BASEL, SWITZERLAND) 2023; 10:928. [PMID: 37371160 DOI: 10.3390/children10060928] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/28/2023] [Revised: 05/18/2023] [Accepted: 05/22/2023] [Indexed: 06/29/2023]
Abstract
Exergames are defined as digital games that require bodily movements to play, stimulating an active gaming experience to function as a form of physical activity (PA). The players interact with the game through whole-body movements improving energy expenditure. Exergames may be effective in improving physical and psychological aspects of children and adolescents with obesity. In this narrative review, we synthesized the current evidence regarding the role of exergames in modifying body composition and weight and in promoting changes in sedentary behavior to define the benefits of active video games as useful tools for fighting sedentarism and to outline the future directions of exergaming as a supplementation exercise rather than a replacement in educational programs for pediatric obesity. Data from the literature indicate that exergames may offer an interesting impact on childhood obesity and may be considered a potential strategy for controlling weight gain and body composition, promote PA, and decrease time spent on sedentary behavior in children and adolescents with obesity. However, exergame use also has some limits, such as children's poor self-regulation and poor structuring of exergame use. Therefore, a prudent approach should be maintained, and additional high-quality research is needed to determine if exergames can be effectively used in the treatment of childhood obesity and if new digital media, as a supplementation of exercise rather than a replacement, could be considered to combat sedentary behavior in educational programs for pediatric obesity prevention.
Collapse
Affiliation(s)
- Valeria Calcaterra
- Department of Internal Medicine and Therapeutics, University of Pavia, 27100 Pavia, Italy
- Department of Pediatrics, Vittore Buzzi Children's Hospital, 20154 Milan, Italy
| | - Matteo Vandoni
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy
| | - Luca Marin
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy
- Department of Physiotherapy, Faculty of Medicine, University of Ostrava, 703 00 Ostrava, Czech Republic
- Laboratory for Rehabilitation, Medicine and Sport (LARMS), 00133 Rome, Italy
| | - Vittoria Carnevale Pellino
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy
- Department of Industrial Engineering, University of Rome Tor Vergata, 00133 Rome, Italy
| | - Virginia Rossi
- Department of Pediatrics, Vittore Buzzi Children's Hospital, 20154 Milan, Italy
| | - Alessandro Gatti
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy
| | - Pamela Patanè
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy
- Laboratory for Rehabilitation, Medicine and Sport (LARMS), 00133 Rome, Italy
- Department of Industrial Engineering, University of Rome Tor Vergata, 00133 Rome, Italy
| | - Caterina Cavallo
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy
- Department of Research and Development, LUNEX International University of Health, Exercise and Sports, Avenue du Parc des Sports, 50, 4671 Differdange, Luxembourg
| | - Fabio Re
- Laboratory for Rehabilitation, Medicine and Sport (LARMS), 00133 Rome, Italy
| | - Ilaria Albanese
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy
- Laboratory for Rehabilitation, Medicine and Sport (LARMS), 00133 Rome, Italy
- Department of Industrial Engineering, University of Rome Tor Vergata, 00133 Rome, Italy
| | - Dario Silvestri
- Department of Research, ASOMI College of Sciences, 2080 Marsa, Malta
| | - Alessandro De Nunzio
- Department of Research and Development, LUNEX International University of Health, Exercise and Sports, Avenue du Parc des Sports, 50, 4671 Differdange, Luxembourg
| | - Gianvincenzo Zuccotti
- Department of Pediatrics, Vittore Buzzi Children's Hospital, 20154 Milan, Italy
- Department of Biomedical and Clinical Sciences, Università di Milano, 20122 Milan, Italy
| |
Collapse
|
2
|
Effects of an Online Supervised Exercise Training in Children with Obesity during the COVID-19 Pandemic. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19159421. [PMID: 35954777 PMCID: PMC9368250 DOI: 10.3390/ijerph19159421] [Citation(s) in RCA: 14] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/04/2022] [Revised: 07/28/2022] [Accepted: 07/28/2022] [Indexed: 02/01/2023]
Abstract
COVID-19 restrictions have dramatically reduced the active lifestyle and physical activity (PA) levels in the whole population, a situation that can contribute to weight gain and to develop obesity. To improve physical fitness (PF) in children with obesity during COVID-19 restrictions, sport specialists started to deliver physical training through tele-exercise. For these reasons, the aim of this study was to evaluate the effects of a 12-week online supervised training program in children with obesity on different PF components and PA levels. We enrolled a total of 40 Caucasian children (9 F/31 M; aged 11 ± 1.9 years) with obesity. The data collection consisted of a series of anthropometric measures, the PAQ-C questionnaire, and PF tests, valid and reliable tools to assess PF in children. We used a Wilcoxon’s t-test and a Student’s t-test, as appropriate, to assess the differences before and after the training protocol. A total of 37 patients completed the training protocol and were considered in the analysis. Our results show an improvement in all the PF tests, a reduction in the BMI z-score, the waist circumference, and in the waist-to-height ratio, and an increased PA level. In conclusion, the results of our study show that an online supervised training program is effective to promote PA, improving PF and reducing the BMI z-score in children with obesity.
Collapse
|
3
|
Vandoni M, Codella R, Pippi R, Carnevale Pellino V, Lovecchio N, Marin L, Silvestri D, Gatti A, Magenes VC, Regalbuto C, Fabiano V, Zuccotti G, Calcaterra V. Combatting Sedentary Behaviors by Delivering Remote Physical Exercise in Children and Adolescents with Obesity in the COVID-19 Era: A Narrative Review. Nutrients 2021; 13:4459. [PMID: 34960011 PMCID: PMC8706684 DOI: 10.3390/nu13124459] [Citation(s) in RCA: 15] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/12/2021] [Revised: 12/06/2021] [Accepted: 12/10/2021] [Indexed: 02/07/2023] Open
Abstract
The coexistence of childhood obesity (or its risk) and COVID-19 pandemic put children and adolescents in greater risk to develop respiratory and cardiovascular diseases. In fact, the restrictions introduced to limit the spread of the virus had detrimental effects on various lifestyle components, especially in young population. This resulted in augmented levels of physical inactivity and sedentary behaviors and a reduced time spent in play outdoors or sport practices. Contrariwise, the increased use of technology led clinicians, teachers, and trainers to maintain relations with obese children/adolescents so as to reduce sedentary behaviors and the associated health risks. This narrative review aims to describe the role of Telehealth and Tele-exercise as useful tools in the management of pediatric obesity during COVID-19 pandemic. Telehealth and Tele-exercise were effective in promoting self-monitoring and behavioral changes, including adherence to exercise training programs in children and adolescents. Moreover, tele-exercise platforms such as applications or exergames allowed flexible scheduling, limiting the infection risks.
Collapse
Affiliation(s)
- Matteo Vandoni
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy; (V.C.P.); (A.G.)
| | - Roberto Codella
- Department of Endocrinology, Nutrition and Metabolic Diseases, IRCCS MultiMedica, 20138 Milan, Italy;
- Department of Biomedical Sciences for Health, Università degli Studi di Milano, 20133 Milan, Italy
| | - Roberto Pippi
- Healthy Lifestyle Institute, C.U.R.I.A.Mo. (Centro Universitario Ricerca Interdipartimentale Attività Motoria), Department of Medicine and Surgery, University of Perugia, 06126 Perugia, Italy;
| | - Vittoria Carnevale Pellino
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy; (V.C.P.); (A.G.)
- Department of Industrial Engineering, University of Rome Tor Vergata, 00133 Rome, Italy
| | - Nicola Lovecchio
- Department of Human and Social Science, University of Bergamo, 24127 Bergamo, Italy;
| | - Luca Marin
- Laboratory for Rehabilitation Medicine and Sport (LARMS), 00133 Rome, Italy;
- Department of Research, ASOMI College of Sciences, 2080 Marsa, Malta;
| | - Dario Silvestri
- Department of Research, ASOMI College of Sciences, 2080 Marsa, Malta;
| | - Alessandro Gatti
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy; (V.C.P.); (A.G.)
| | - Vittoria Carlotta Magenes
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (V.C.M.); (V.F.); (G.Z.); (V.C.)
| | - Corrado Regalbuto
- Pediatric and Adolescent Unit, Department of Internal Medicine, University of Pavia, 27100 Pavia, Italy;
| | - Valentina Fabiano
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (V.C.M.); (V.F.); (G.Z.); (V.C.)
- Department of Biomedical and Clinical Science “L. Sacco”, University of Milan, 20157 Milan, Italy
| | - Gianvincenzo Zuccotti
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (V.C.M.); (V.F.); (G.Z.); (V.C.)
- Department of Biomedical and Clinical Science “L. Sacco”, University of Milan, 20157 Milan, Italy
| | - Valeria Calcaterra
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (V.C.M.); (V.F.); (G.Z.); (V.C.)
- Pediatric and Adolescent Unit, Department of Internal Medicine, University of Pavia, 27100 Pavia, Italy;
| |
Collapse
|
4
|
Calcaterra V, Verduci E, Vandoni M, Rossi V, Di Profio E, Carnevale Pellino V, Tranfaglia V, Pascuzzi MC, Borsani B, Bosetti A, Zuccotti G. Telehealth: A Useful Tool for the Management of Nutrition and Exercise Programs in Pediatric Obesity in the COVID-19 Era. Nutrients 2021; 13:3689. [PMID: 34835945 PMCID: PMC8618189 DOI: 10.3390/nu13113689] [Citation(s) in RCA: 32] [Impact Index Per Article: 10.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/04/2021] [Revised: 10/17/2021] [Accepted: 10/19/2021] [Indexed: 12/18/2022] Open
Abstract
The COVID-19 pandemic has led to the implementation of policies that mandate various restrictions on daily life, including social distancing, the closure of public services and schools, and movement limitations. Even though these restrictive measures decreased the COVID-19 spread, they may have detrimental effects on various lifestyle components such as physical inactivity, sedentary behavior, and dietary habits, influencing the maintenance of weight and contributing to obesity among children and adolescents. The coexistence of childhood obesity and COVID-19 and changes in the bioecological environment have put children and adolescents at increased risk for developing obesity and exacerbating the severity of this disorder. The use of telehealth technology is a modern approach useful for the delivery of health care services by health care professionals, where distance is a critical factor. Telehealth is effective in promoting increased self-monitoring and behavioral change, and provides the opportunity to perform online nutritional support and exercise training programs to promote a healthy lifestyle and reduce sedentary behaviors in children and adolescents. Telehealth, including tele-exercise and tele-nutrition, has the potential to address many of the key challenges in providing health services, including in patients with obesity during the COVID-19 outbreak. This narrative review aims to describe the role of telehealth as an opportunity in the management of pediatric obesity in the COVID-19 era, and to deliver nutrition and exercise programs for the maintenance of health.
Collapse
Affiliation(s)
- Valeria Calcaterra
- Pediatric and Adolescent Unit, Department of Internal Medicine, University of Pavia, 27100 Pavia, Italy
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
| | - Elvira Verduci
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
- Department of Health Sciences, University of Milan, 20142 Milan, Italy
| | - Matteo Vandoni
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy; (M.V.); (V.C.P.)
| | - Virginia Rossi
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
| | - Elisabetta Di Profio
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
| | - Vittoria Carnevale Pellino
- Laboratory of Adapted Motor Activity (LAMA), Department of Public Health, Experimental Medicine and Forensic Science, University of Pavia, 27100 Pavia, Italy; (M.V.); (V.C.P.)
| | - Valeria Tranfaglia
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
| | - Martina Chiara Pascuzzi
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
| | - Barbara Borsani
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
| | - Alessandra Bosetti
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
| | - Gianvincenzo Zuccotti
- Pediatric Department, “Vittore Buzzi” Children’s Hospital, 20154 Milan, Italy; (E.V.); (V.R.); (E.D.P.); (V.T.); (M.C.P.); (B.B.); (A.B.); (G.Z.)
- Pediatric Clinical Research Center Romeo ed Enrica Invernizzi, Department of Biomedical and Clinical Science “L. Sacco”, University of Milan, 20157 Milan, Italy
| |
Collapse
|
5
|
Comeras-Chueca C, Marin-Puyalto J, Matute-Llorente A, Vicente-Rodriguez G, Casajus JA, Gonzalez-Aguero A. The Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents with Healthy Weight: A Systematic Review and Meta-Analysis. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18136965. [PMID: 34209767 PMCID: PMC8296862 DOI: 10.3390/ijerph18136965] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/21/2021] [Revised: 06/15/2021] [Accepted: 06/22/2021] [Indexed: 01/20/2023]
Abstract
(1) Background: Poor levels of physical fitness and motor skills are problems for today’s children. Active video games (AVG) could be an attractive strategy to help address them. The aim was to investigate the effects of AVG on health-related physical fitness and motor competence in children and adolescents with healthy weight. (2) Methods: Randomized and non-randomized controlled trials investigating the effects of AVG programs on health-related physical fitness and motor competence were included. Two different quality assessment tools were used to measure the risk of bias. Twenty articles met the inclusion criteria and the variables of interest were body mass index (BMI), body fat, cardiorespiratory fitness (CRF), muscular fitness and motor competence. (3) Results: AVG interventions seem to have benefits in BMI when lasting longer than 18 weeks (SMD, −0.590; 95% IC, −1.071, −0.108) and in CRF (SMD, 0.438; 95% IC, 0.022, 0.855). AVG seems to be a promising tool to improve muscular fitness and motor competence but the effects are still unclear due to the lack of evidence. (4) Conclusions: AVG seem to be an effective tool for improving some components of health-related physical fitness and motor competence in healthy-weight children and adolescents, but the effect on some fitness components needs further research. Therefore, AVG may be included as a strategy to improve health.
Collapse
Affiliation(s)
- Cristina Comeras-Chueca
- Department of Physiatry and Nursing, Faculty of Health Science, Universidad de Zaragoza, 50009 Zaragoza, Spain; (C.C.-C.); (J.A.C.)
- GENUD (Growth, Exercise, Nutrition and Development) Research Group, 50009 Zaragoza, Spain; (J.M.-P.); (A.M.-L.); (G.V.-R.)
- EXERNET, Red de Investigación en Ejercicio Físico y Salud Para Poblaciones Especiales, 50009 Zaragoza, Spain
| | - Jorge Marin-Puyalto
- GENUD (Growth, Exercise, Nutrition and Development) Research Group, 50009 Zaragoza, Spain; (J.M.-P.); (A.M.-L.); (G.V.-R.)
- EXERNET, Red de Investigación en Ejercicio Físico y Salud Para Poblaciones Especiales, 50009 Zaragoza, Spain
- Department of Physiatry and Nursing, Faculty of Health and Sport Science (FCSD), Universidad de Zaragoza, 22001 Huesca, Spain
- Instituto Agroalimentario de Aragón—IA2—(CITA-Universidad de Zaragoza), 50009 Zaragoza, Spain
| | - Angel Matute-Llorente
- GENUD (Growth, Exercise, Nutrition and Development) Research Group, 50009 Zaragoza, Spain; (J.M.-P.); (A.M.-L.); (G.V.-R.)
- EXERNET, Red de Investigación en Ejercicio Físico y Salud Para Poblaciones Especiales, 50009 Zaragoza, Spain
- Department of Physiatry and Nursing, Faculty of Health and Sport Science (FCSD), Universidad de Zaragoza, 22001 Huesca, Spain
- Instituto Agroalimentario de Aragón—IA2—(CITA-Universidad de Zaragoza), 50009 Zaragoza, Spain
- Centro de Investigación Biomédica en Red de Fisiopatología de la Obesidad y Nutrición (CIBERObn), 50009 Zaragoza, Spain
| | - German Vicente-Rodriguez
- GENUD (Growth, Exercise, Nutrition and Development) Research Group, 50009 Zaragoza, Spain; (J.M.-P.); (A.M.-L.); (G.V.-R.)
- EXERNET, Red de Investigación en Ejercicio Físico y Salud Para Poblaciones Especiales, 50009 Zaragoza, Spain
- Department of Physiatry and Nursing, Faculty of Health and Sport Science (FCSD), Universidad de Zaragoza, 22001 Huesca, Spain
- Instituto Agroalimentario de Aragón—IA2—(CITA-Universidad de Zaragoza), 50009 Zaragoza, Spain
- Centro de Investigación Biomédica en Red de Fisiopatología de la Obesidad y Nutrición (CIBERObn), 50009 Zaragoza, Spain
| | - Jose A. Casajus
- Department of Physiatry and Nursing, Faculty of Health Science, Universidad de Zaragoza, 50009 Zaragoza, Spain; (C.C.-C.); (J.A.C.)
- GENUD (Growth, Exercise, Nutrition and Development) Research Group, 50009 Zaragoza, Spain; (J.M.-P.); (A.M.-L.); (G.V.-R.)
- EXERNET, Red de Investigación en Ejercicio Físico y Salud Para Poblaciones Especiales, 50009 Zaragoza, Spain
- Instituto Agroalimentario de Aragón—IA2—(CITA-Universidad de Zaragoza), 50009 Zaragoza, Spain
- Centro de Investigación Biomédica en Red de Fisiopatología de la Obesidad y Nutrición (CIBERObn), 50009 Zaragoza, Spain
| | - Alex Gonzalez-Aguero
- GENUD (Growth, Exercise, Nutrition and Development) Research Group, 50009 Zaragoza, Spain; (J.M.-P.); (A.M.-L.); (G.V.-R.)
- EXERNET, Red de Investigación en Ejercicio Físico y Salud Para Poblaciones Especiales, 50009 Zaragoza, Spain
- Department of Physiatry and Nursing, Faculty of Health and Sport Science (FCSD), Universidad de Zaragoza, 22001 Huesca, Spain
- Instituto Agroalimentario de Aragón—IA2—(CITA-Universidad de Zaragoza), 50009 Zaragoza, Spain
- Centro de Investigación Biomédica en Red de Fisiopatología de la Obesidad y Nutrición (CIBERObn), 50009 Zaragoza, Spain
- Correspondence:
| |
Collapse
|
6
|
Active Gaming Prevalence and Correlates by Type of Day in Spanish Youth. J Phys Act Health 2019; 16:715-721. [PMID: 31310996 DOI: 10.1123/jpah.2018-0448] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2018] [Revised: 03/17/2019] [Accepted: 05/05/2019] [Indexed: 11/18/2022]
Abstract
BACKGROUND Active gaming has emerged as a new option to foster physical activity in youth. The aim of this study was to estimate the prevalence of active gaming in adolescents, to determine differences between active and nonactive gamers by type of day, and to examine predictors of being an active gamer. METHODS A cross-sectional study was conducted with 3095 Spanish adolescents aged 12 to 18 years who self-reported their involvement in moderate to vigorous physical activity, sedentary behaviors, and active gaming. Those engaging in active gaming for at least 10 minutes per day were considered active gamers. Student's 2-tailed t tests, chi-square test, and binomial logistic regression were performed. RESULTS About 25.9% of the adolescents were active gamers. They were younger, had higher body mass index, and spent more time on moderate to vigorous physical activity, television viewing, and sedentary video games with computer/console than nonactive gamers. There were more active gamers on weekends than on weekdays. On weekdays, more males than females were active gamers. Adolescents who did not meet sleep time guidelines were more likely to be active gamers on weekdays, whereas on weekends, being a girl, overweight/obese, and having a high socioeconomic status were predictors of being an active gamer. CONCLUSION Because active gaming may contribute to meeting physical activity guidelines, the present findings could enable better targeting of physical activity promotion programs.
Collapse
|
7
|
O'Loughlin EK, Barnett TA, McGrath JJ, Consalvo M, Kakinami L. Factors Associated with Sustained Exergaming: Longitudinal Investigation. JMIR Serious Games 2019; 7:e13335. [PMID: 31368440 PMCID: PMC6786850 DOI: 10.2196/13335] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/08/2019] [Revised: 03/31/2019] [Accepted: 04/03/2019] [Indexed: 11/16/2022] Open
Abstract
Background Exergaming is technology-driven physical activity (PA) which, unlike traditional video game play, requires that participants be physically active to play the game. Exergaming may have potential to increase PA and decrease sedentary behavior in youth, but little is known about sustained exergaming. Objective The objectives of this study were to describe the frequency, correlates, and predictors of sustained exergaming. Methods Data were available in AdoQuest (2005-11), a longitudinal investigation of 1843 grade 5 students in Montréal, Canada. This analysis used data from grade 9 (2008-09) and 11 (2010-11). Participants at Time 1 (T1; mean age 14 years, SD 0.8 ) who reported past-week exergaming (n=186, 19.1% of AdoQuest sample) completed mailed self-report questionnaires at Time 2 (T2; mean age 16 years, SD 0.8). Independent sociodemographic, psychological, and behavioral correlates (from T2)/predictors (from T1 or earlier) were identified using multivariable logistic regression. Results Of 186 exergamers at T1, 81 (44%) reported exergaming at T2. Being female and having higher introjected regulation (ie, a type of PA motivation indicative of internalizing PA as a behavior) were independent correlates. None of the predictors investigated were associated with sustained exergaming. Conclusions Almost half of grade 9 exergamers sustained exergaming for 2 years. Exergaming may be a viable approach to help adolescents engage in and sustain PA during adolescence. Sex and PA motivation may be important in the sustainability of exergaming.
Collapse
Affiliation(s)
- Erin Kathleen O'Loughlin
- Concordia University, Montreal, QC, Canada.,Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montreal, QC, Canada
| | - Tracie A Barnett
- Concordia University, Montreal, QC, Canada.,Le Centre L'Institut National de la Recherche Scientifique-Institut Armand-Frappier, Laval, QC, Canada
| | | | | | | |
Collapse
|
8
|
Hernández-Jiménez C, Sarabia R, Paz-Zulueta M, Paras-Bravo P, Pellico A, Ruiz Azcona L, Blanco C, Madrazo M, Agudo MJ, Sarabia C, Santibáñez M. Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 16:E2424. [PMID: 31288460 PMCID: PMC6650803 DOI: 10.3390/ijerph16132424] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/30/2019] [Revised: 06/28/2019] [Accepted: 07/04/2019] [Indexed: 11/16/2022]
Abstract
OBJECTIVE To study the impact of active video games on Body Mass Index (BMI) in children and adolescents. DESIGN AND METHODS A systematic review and meta-analysis. Data were pooled in meta-analysis using the method of random effects or fixed effects, as appropriate, after examination of statistical heterogeneity. Data sources and eligibility criteria for selecting studies. A comprehensive literature research was conducted in Medline (PubMed), ISI web of Knowledge, and SCOPUS up to April 2018, in relation to clinical trials (both controlled and non-controlled) in children and adolescents, whose intervention was based on active video games. RESULTS The overall intragroup effect of the intervention based on active video games was in favor of the intervention, reaching statistical significance using the fixed effects model: (standardized mean difference (SMD) = -0.138; 95% CI (-0.237 to -0.038), p = 0.007 and was of borderline statistical significance in the random effects model: SMD= -0.191; 95% CI (-0.386 to 0.003), p = 0.053. The individual results of the determinations of the 15 included studies for this analysis showed a high heterogeneity among them (I2 = 82.91%). When the intervention was applied to children and adolescents with greater than or equal to 85 (overweight or obese) BMI percentile showed a greater effect in favor of the active video games: SMD= -0.483, p = 0.012. The overall intra-group effect in the control group was close to zero (SMD = 0.087). With respect to the non-standardized mean difference (MD) between groups, it was also in favor of active video games for both BMI (Kg/m2): DM = -0.317, 95% CI (-0.442 to -0.193), p = < 0.001 and BMI z-score: DM = -0.077, 95% CI (-0.139 to -0.016), p = 0.013. CONCLUSIONS Our meta-analysis show a statistically significant effect in favor of using active video games on BMI in children and adolescents. The clinical relevance of this positive effect must be evaluated.
Collapse
Affiliation(s)
| | - Raquel Sarabia
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- IDIVAL, Grupo de investigación en Enfermería, 39008 Santander, Spain
| | - María Paz-Zulueta
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain.
- IDIVAL, GI Derecho Sanitario y Bioética, GRIDES, 39008 Santander, Spain.
| | - Paula Paras-Bravo
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- IDIVAL, Grupo de investigación en Enfermería, 39008 Santander, Spain
| | - Amada Pellico
- Care Continuity Coordinator, Área VI SESPA, Urbanización Castañeda s/n., 33540 Arriondas, Principado de Asturias, Spain
| | - Laura Ruiz Azcona
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- Hospital Universitario Marqués de Valdecilla, Servicio Cántabro de Salud, 39008 Santander, Spain
| | - Cristina Blanco
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
| | - María Madrazo
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
| | - María Jesus Agudo
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
| | - Carmen Sarabia
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- IDIVAL, Grupo de investigación en Enfermería, 39008 Santander, Spain
| | - Miguel Santibáñez
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- IDIVAL, Grupo de investigación en Enfermería, 39008 Santander, Spain
| |
Collapse
|
9
|
Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:ijerph15071329. [PMID: 29941811 PMCID: PMC6068999 DOI: 10.3390/ijerph15071329] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/04/2018] [Revised: 06/12/2018] [Accepted: 06/22/2018] [Indexed: 02/08/2023]
Abstract
(1) Background: High levels of physical inactivity caused by sedentary digital screen leisure constitute one of the main causes of the high levels of obesity observed in today’s society; (2) Methods: The present study aims to analyse the effect of a 12-week intervention program based on the application of active video games and motor games on health status indicators, problematic use of video games, and resilience capacity in university students. Besides, the content blocks of the Physical Education (PE) field are worked on through these devices, revealing their potential as an Information and Communications Technology (ICT) resource. A longitudinal study with a pre-experimental design with pretest⁻posttest measurements in a single group (n = 47) was performed, using as main instruments a Tanita TBF300® bioimpedance scale, the 20mSRT test for maximum oxygen consumption (VO²max), the Adherence to a Mediterranean Diet Test (KIDMED), the Questionnaire for Experiences Related to Video games (QERV) and the Connor-Davidson Resilience Scale (CD-RISC); (3) Results: The main results were a discrete improvement in the percentage of fat mass and VO²max, representing a small effect size in both cases. The quality of the diet followed and the confidence and tolerance for adversity as a resilience factor were also improved, representing a medium size effect for this last variable; (4) Conclusions: Despite the limitations of this study as it does not have a control group, the main conclusions are that active video games and motor games can be a motivational resource to follow an active lifestyle, helping to improve health status indicators in young adults.
Collapse
|
10
|
Schneider KL, Carter JS, Putnam C, Keeney J, DeCator DD, Kern D, Aylward L. Correlates of Active Videogame Use in Children. Games Health J 2018; 7:100-106. [DOI: 10.1089/g4h.2017.0070] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Kristin L. Schneider
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | | | - Cynthia Putnam
- College of Computing and Digital Media, DePaul University, Chicago, Illinois
| | - Jacey Keeney
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | | | - Daniel Kern
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | - Laura Aylward
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| |
Collapse
|
11
|
Mack I, Bayer C, Schäffeler N, Reiband N, Brölz E, Zurstiege G, Fernandez-Aranda F, Gawrilow C, Zipfel S. Chances and Limitations of Video Games in the Fight against Childhood Obesity-A Systematic Review. EUROPEAN EATING DISORDERS REVIEW 2017; 25:237-267. [PMID: 28467004 DOI: 10.1002/erv.2514] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/25/2016] [Revised: 12/18/2016] [Accepted: 02/27/2017] [Indexed: 02/06/2023]
Abstract
OBJECTIVE AND METHOD A systematic literature search was conducted to assess the chances and limitations of video games to combat and prevent childhood obesity. This search included studies with video or computer games targeting nutrition, physical activity and obesity for children between 7 and 15 years of age. RESULTS The study distinguished between games that aimed to (i) improve knowledge about nutrition, eating habits and exercise; (ii) increase physical activity; or (iii) combine both approaches. Overall, the games were well accepted. On a qualitative level, most studies reported positive effects on obesity-related outcomes (improvement of weight-related parameters, physical activity or dietary behaviour/knowledge). However, the observed effects were small. The games did not address psychosocial aspects. CONCLUSIONS Using video games for weight management exclusively does not deliver satisfying results. Video games as an additional guided component of prevention and treatment programs have the potential to increase compliance and thus enhance treatment outcome. Copyright © 2017 John Wiley & Sons, Ltd and Eating Disorders Association.
Collapse
Affiliation(s)
- Isabelle Mack
- Department of Psychosomatic Medicine and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
| | - Carolin Bayer
- Department of Psychosomatic Medicine and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
| | - Norbert Schäffeler
- Department of Psychosomatic Medicine and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
| | - Nadine Reiband
- Department of Psychosomatic Medicine and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.,Department of School Psychology, University of Tübingen, Tübingen, Germany
| | - Ellen Brölz
- Department of Psychosomatic Medicine and Psychotherapy, University Hospital Tübingen, Tübingen, Germany.,Department of Sports Medicine, University Hospital Tübingen, Tübingen, Germany
| | - Guido Zurstiege
- Department of Media Studies, University of Tübingen, Tübingen, Germany
| | - Fernando Fernandez-Aranda
- Department of Psychiatry, University Hospital of Bellvitge-IDIBELL and CIBER Fisiopatología Obesidad y Nutrición (CIBEROBN, ISCIII), Barcelona, Spain
| | - Caterina Gawrilow
- Department of School Psychology, University of Tübingen, Tübingen, Germany
| | - Stephan Zipfel
- Department of Psychosomatic Medicine and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
| |
Collapse
|
12
|
Lau PWC, Wang JJ, Maddison R. A Randomized-Controlled Trial of School-Based Active Videogame Intervention on Chinese Children's Aerobic Fitness, Physical Activity Level, and Psychological Correlates. Games Health J 2016; 5:405-412. [PMID: 27855265 DOI: 10.1089/g4h.2016.0057] [Citation(s) in RCA: 26] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
OBJECTIVE Active videogames (AVGs) that require body movements to play offer a novel opportunity to turn a traditionally sedentary behavior into a physically active one. We sought to determine the effect of a school-based AVG intervention on Chinese children's aerobic fitness, physical activity (PA) level, and PA-related psychological correlates. MATERIALS AND METHODS Eighty 8-11-year-old Chinese children (55 males) were recruited from one Hong Kong primary school and were allocated at random to either an AVG intervention or control group. Children in the intervention group played an AVG, Xbox 360, twice per week during after-school hours, each for 60 minutes over 12 weeks in duration. The control group received no intervention. Children's body-mass index (BMI), objective PA, aerobic fitness (maximum oxygen consumption [VO2max]), PA task efficacy, barrier efficacy, and enjoyment were assessed. RESULTS Compared with the control group, significant increases were found in the intervention group in VO2max [mean and 95% confidence interval (CI): 1.58 (0.74, 2.42) mL/(kg·min)], objective moderate-to-vigorous PA [6.73 (1.70, 11.76) min/day], and total PA [27.19 (9.33, 45.04) min/day], but not for BMI. No significant differences in PA task efficacy, barrier efficacy, and enjoyment were observed. CONCLUSION A 12-week (60 minutes × twice per week) school-based AVG intervention can improve Chinese children's aerobic fitness and PA level. These findings indicated that AVGs could be used as an alternative means to engage Chinese children in PA in school setting. However, the treatment effects of AVGs on PA-related psychological correlates and body composition need more investigation.
Collapse
Affiliation(s)
- Patrick Wing Chung Lau
- 1 Department of Physical Education, Faculty of Social Sciences, Hong Kong Baptist University , Hong Kong, China
| | - Jing Jing Wang
- 1 Department of Physical Education, Faculty of Social Sciences, Hong Kong Baptist University , Hong Kong, China
| | - Ralph Maddison
- 2 School of Exercise and Nutrition Sciences, Institute for Physical Activity and Nutrition (IPAN), Deakin University , Geelong, Australia
| |
Collapse
|
13
|
Gao Z, Chen S, Pasco D, Pope Z. A meta-analysis of active video games on health outcomes among children and adolescents. Obes Rev 2015; 16:783-94. [PMID: 25943852 DOI: 10.1111/obr.12287] [Citation(s) in RCA: 108] [Impact Index Per Article: 12.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/11/2015] [Revised: 03/22/2015] [Accepted: 04/07/2015] [Indexed: 12/20/2022]
Abstract
This meta-analysis synthesizes current literature concerning the effects of active video games (AVGs) on children/adolescents' health-related outcomes. A total of 512 published studies on AVGs were located, and 35 articles were included based on the following criteria: (i) data-based research articles published in English between 1985 and 2015; (ii) studied some types of AVGs and related outcomes among children/adolescents and (iii) had at least one comparison within each study. Data were extracted to conduct comparisons for outcome measures in three separate categories: AVGs and sedentary behaviours, AVGs and laboratory-based exercise, and AVGs and field-based physical activity. Effect size for each entry was calculated with the Comprehensive Meta-Analysis software in 2015. Mean effect size (Hedge's g) and standard deviation were calculated for each comparison. Compared with sedentary behaviours, AVGs had a large effect on health outcomes. The effect sizes for physiological outcomes were marginal when comparing AVGs with laboratory-based exercises. The comparison between AVGs and field-based physical activity had null to moderate effect sizes. AVGs could yield equivalent health benefits to children/adolescents as laboratory-based exercise or field-based physical activity. Therefore, AVGs can be a good alternative for sedentary behaviour and addition to traditional physical activity and sports in children/adolescents.
Collapse
Affiliation(s)
- Z Gao
- School of Kinesiology, the University of Minnesota, Minneapolis, MN, USA
| | - S Chen
- Department of Kinesiology, Iowa State University, Ames, IA, USA
| | - D Pasco
- Department of Sport and Physical Education, European University of Brittany, Brest, France
| | - Z Pope
- School of Kinesiology, the University of Minnesota, Minneapolis, MN, USA
| |
Collapse
|
14
|
Baranowski T, Maddison R, Maloney A, Medina E, Simons M. Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity. Games Health J 2015. [PMID: 26196047 DOI: 10.1089/g4h.2014.0018] [Citation(s) in RCA: 33] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Although exergames have been demonstrated to induce moderate levels of physical activity (PA) if played as designed, there is conflicting evidence on use of exergaming leading to increased habitual PA. Exergames have increased PA in some home and school studies, but not others. Exergames have been used in community centers to good effect, but this has not generally been validated with research. PA from exergames may be enhanced by innovative use of sensors, "fun"-enhancing procedures, tailored messaging, message framing, story or narrative, goal setting, feedback, and values-based messaging. Research is needed on PA-enhancing procedures used within exergames for youth to provide a firmer foundation for the design and use of exergames in the future.
Collapse
Affiliation(s)
- Tom Baranowski
- 1 USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas
| | - Ralph Maddison
- 2 National Institute for Health Innovation, University of Auckland , Auckland, New Zealand
| | - Ann Maloney
- 3 University of Massachusetts , Worcester, Massachusetts
| | - Ernie Medina
- 4 Center for Nutrition, Healthy Lifestyles, and Disease Prevention, School of Public Health, Loma Linda University , Loma Linda, California
| | - Monique Simons
- 5 Department of Health Science and EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University , Amsterdam, The Netherlands .,6 Body@Work, Research Center Physical Activity, Work and Health, TNO-VU/VUmc, VU University Medical Center , Amsterdam, The Netherlands .,7 TNO, Expertise Centre Life Style , Leiden, The Netherlands
| |
Collapse
|
15
|
A Challenged Child's Best Friend: Ann E. Maloney, MD, University of Massachusetts Medical School. Games Health J 2015; 1:185-8. [PMID: 26193436 DOI: 10.1089/g4h.2012.0024] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Child Psychiatrist Ann Maloney has been a leader and innovator in the use of health games for children with neurological challenges. In addition to already contributing several articles to the early issues of the Games for Health Journal, Ann has played an important role in the development of the Journal as an Editorial Board member and advisor. Editor-in-Chief Bill Ferguson was very pleased to interview Dr. Maloney for this issue of the Journal.
Collapse
|
16
|
van 't Riet J, Crutzen R, Lu AS. How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews. Games Health J 2014; 3:311-8. [PMID: 26192486 DOI: 10.1089/g4h.2014.0005] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE Two recent systematic reviews have surveyed the existing evidence for the effectiveness of active videogames in children/adolescents and in elderly people. In the present study, effect sizes were added to these systematic reviews, and meta-analyses were performed. MATERIALS AND METHODS All reviewed studies were considered for inclusion in the meta-analyses, but only studies were included that investigated the effectiveness of active videogames, used an experimental design, and used actual health outcomes as the outcome measures (body mass index for children/adolescents [k=5] and functional balance for the elderly [k=6]). RESULTS The average effect of active videogames in children and adolescents was small and nonsignificant: Hedges' g=0.20 (95 percent confidence interval, -0.08 to 0.48). Limited heterogeneity was observed, and no moderator analyses were performed. For the effect of active videogames on functional balance in the elderly, the analyses revealed a medium-sized and significant effect of g=0.68 (95 percent confidence interval, 0.13-1.24). For the elderly studies, substantial heterogeneity was observed. Moderator analyses showed that there were no significant effects of using a no-treatment control group versus an alternative treatment control group or of using games that were especially created for health-promotion purposes versus off-the-shelf games. Also, intervention duration and frequency, sample size, study quality, and dropout did not significantly moderate the effect of active videogames. CONCLUSIONS The results of these meta-analyses provide preliminary evidence that active videogames can have positive effects on relevant outcome measures in children/adolescents and elderly individuals.
Collapse
Affiliation(s)
- Jonathan van 't Riet
- 1 Behavioural Science Institute, Radboud University Nijmegen , Nijmegen, The Netherlands
| | - Rik Crutzen
- 2 School for Public Health and Primary Care (CAPHRI), Maastricht University , The Netherlands
| | - Amy Shirong Lu
- 3 School of Communication, Northwestern University , Evanston, Illinois
| |
Collapse
|
17
|
Gao Z, Chen S. Are field-based exergames useful in preventing childhood obesity? A systematic review. Obes Rev 2014; 15:676-91. [PMID: 24602072 DOI: 10.1111/obr.12164] [Citation(s) in RCA: 90] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/27/2013] [Revised: 01/25/2014] [Accepted: 02/03/2014] [Indexed: 11/29/2022]
Abstract
Exergames have started to find their way into field-based settings, such as schools, communities and homes, as a possible solution to curbing physical inactivity and childhood obesity. However, a clear view of the effects of field-based exergaming on children's obesity-related outcomes is lacking. Hence, a systematic review on this topic is warranted. This review synthesizes the impact of field-based exergames on children's physical and psychosocial outcomes. A total of 34 articles conducted in field-based settings were identified from 104 peer-reviewed publications that investigated the effects of exergames. Upon screening, these articles met the inclusion criteria and a high inter-rater agreement for inclusion was reached between the authors. The effects of field-based exergames on children's habitual physical activity (PA) and obesity-related outcomes (e.g. weight loss, body composition) remain unclear due to design problems, measurement issues and other methodology concerns. In addition, exergame is appealing to children, although strategies are warranted to sustain their interests. In summary, exergames are desirable as a promising addition to promote PA and health. Professionals may integrate exergames at field settings to promote a physically active lifestyle among children with the goal of curbing childhood obesity.
Collapse
Affiliation(s)
- Z Gao
- School of Kinesiology, The University of Minnesota, Minneapolis, Minnesota, USA
| | | |
Collapse
|
18
|
Liang Y, Lau PW. Effects of Active Videogames on Physical Activity and Related Outcomes Among Healthy Children: A Systematic Review. Games Health J 2014. [DOI: 10.1089/g4h.2013.0070] [Citation(s) in RCA: 29] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022] Open
Affiliation(s)
- Yan Liang
- Department of Physical Education, Hong Kong Baptist University
| | | |
Collapse
|
19
|
LeBlanc AG, Chaput JP, McFarlane A, Colley RC, Thivel D, Biddle SJH, Maddison R, Leatherdale ST, Tremblay MS. Active video games and health indicators in children and youth: a systematic review. PLoS One 2013; 8:e65351. [PMID: 23799008 PMCID: PMC3683002 DOI: 10.1371/journal.pone.0065351] [Citation(s) in RCA: 151] [Impact Index Per Article: 13.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/19/2013] [Accepted: 04/25/2013] [Indexed: 11/19/2022] Open
Abstract
Background Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth. The effect of AVGs on acute energy expenditure (EE) has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. Objective This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0–17 years). Data sources Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material. Data selection Included articles were required to have a measure of AVG and at least one relevant health or behaviour indicator: EE (both habitual and acute), adherence and appeal (i.e., participation and enjoyment), opportunity cost (both time and financial considerations, and adverse events), adiposity, cardiometabolic health, energy intake, adaptation (effects of continued play), learning and rehabilitation, and video game evolution (i.e., sustainability of AVG technology). Results 51 unique studies, represented in 52 articles were included in the review. Data were available from 1992 participants, aged 3–17 years, from 8 countries, and published from 2006–2012. Overall, AVGs are associated with acute increases in EE, but effects on habitual physical activity are not clear. Further, AVGs show promise when used for learning and rehabilitation within special populations. Evidence related to other indicators was limited and inconclusive. Conclusions Controlled studies show that AVGs acutely increase light- to moderate-intensity physical activity; however, the findings about if or how AVG lead to increases in habitual physical activity or decreases in sedentary behaviour are less clear. Although AVGs may elicit some health benefits in special populations, there is not sufficient evidence to recommend AVGs as a means of increasing daily physical activity.
Collapse
Affiliation(s)
- Allana G. LeBlanc
- Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada
| | - Jean-Philippe Chaput
- Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada
- Department of Pediatrics, University of Ottawa, Ottawa, Ontario, Canada
- * E-mail:
| | - Allison McFarlane
- Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada
| | - Rachel C. Colley
- Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada
- Department of Pediatrics, University of Ottawa, Ottawa, Ontario, Canada
| | - David Thivel
- Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada
| | - Stuart J. H. Biddle
- School of Sport, Exercise & Health Sciences, Loughborough University, Loughborough & The NIHR Leicester-Loughborough Diet, Lifestyle and Physical Activity Biomedical Research Unit, United Kingdom
| | - Ralph Maddison
- National Institute for Health Innovation, University of Auckland, Auckland, New Zealand
| | - Scott T. Leatherdale
- School of Public Health and Health Systems, University of Waterloo, Waterloo, Ontario, Canada
| | - Mark S. Tremblay
- Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada
- Department of Pediatrics, University of Ottawa, Ottawa, Ontario, Canada
| |
Collapse
|
20
|
Lu AS, Kharrazi H, Gharghabi F, Thompson D. A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention. Games Health J 2013; 2:131-141. [PMID: 24353906 DOI: 10.1089/g4h.2013.0025] [Citation(s) in RCA: 91] [Impact Index Per Article: 8.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants.
Collapse
Affiliation(s)
- Amy Shirong Lu
- Department of Communication Studies, School of Communication, Northwestern University , Evanston, Illinois
| | - Hadi Kharrazi
- Department of Health Policy and Management, Bloomberg School of Public Health, Johns Hopkins University , Baltimore, Maryland
| | - Fardad Gharghabi
- School of Informatics, Indiana University , Indianapolis, Indiana
| | - Debbe Thompson
- USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas
| |
Collapse
|
21
|
The right to move: a multidisciplinary lifespan conceptual framework. Curr Gerontol Geriatr Res 2012; 2012:873937. [PMID: 23251148 PMCID: PMC3518947 DOI: 10.1155/2012/873937] [Citation(s) in RCA: 9] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/07/2012] [Accepted: 09/30/2012] [Indexed: 11/17/2022] Open
Abstract
This paper addresses the health problems and opportunities that society will face in 2030. We propose a proactive model to combat the trend towards declining levels of physical activity and increasing obesity. The model emphasizes the need to increase physical activity among individuals of all ages. We focus on the right to move and the benefits of physical activity. The paper introduces a seven-level model that includes cells, creature (individual), clan (family), community, corporation, country, and culture. At each level the model delineates how increased or decreased physical activity influences health and well-being across the life span. It emphasizes the importance of combining multiple disciplines and corporate partners to produce a multifaceted cost-effective program that increases physical activity at all levels. The goal of this paper is to recognize exercise as a powerful, low-cost solution with positive benefits to cognitive, emotional, and physical health. Further, the model proposes that people of all ages should incorporate the "right to move" into their life style, thereby maximizing the potential to maintain health and well-being in a cost-effective, optimally influential manner.
Collapse
|
22
|
Maloney AE, Stempel A, Wood ME, Patraitis C, Beaudoin C. Can Dance Exergames Boost Physical Activity as a School-Based Intervention? Games Health J 2012; 1:416-21. [PMID: 26192058 DOI: 10.1089/g4h.2011.0010] [Citation(s) in RCA: 9] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
BACKGROUND Children need opportunities to have physical activity (PA). Using exergames could be a feasible and acceptable way to boost PA in middle schools. Our goal was to increase PA by 40 minutes per week and to determine how much time, if any, was spent in moderate-to-vigorous PA (MVPA). SUBJECTS AND METHODS Eighty-four middle school youth were in a pilot study for 20 weeks: half in the Generation Fit (GenFit) intervention group and half in the control group. The GenFit group played the exergame for the first 10 weeks (Session 1), and the control group joined from 10 to 20 weeks (Session 2). The main outcome was exergaming time per student per week. RESULTS Fifty-eight students completed the pilot after 26 youth at School C were excluded for administrative reasons. Of those remaining, 40 students at School A and 18 students at School B, the average age of the sample was 13.7 years (SD=0.6), and average body mass index percentile was close to 70. During Session 1, the average dance time per child was 49 minutes per week, versus 54 minutes per week in Session 2. Mean body mass index percentile decreased by 5.6 for children who participated in GenFit, compared with 0.2 for children in the control group. At end point, accelerometers showed over half of the dance time was spent in MVPA. Qualitative data showed that most children found the exergame acceptable. CONCLUSIONS A dance exergame in middle schools offered opportunities for PA. About half of the exergame time was spent in MVPA. Exergames may be feasible and acceptable in middle schools to boost PA, and access could provide a way for schools to support the health of students.
Collapse
Affiliation(s)
- Ann E Maloney
- 1 Departments of Psychiatry and Pediatrics, University of Massachusetts Medical School , Worcester, Massachusetts
| | - Audrey Stempel
- 2 Clinical and Translational Research Center , Maine Medical Center, Portland, Maine
| | - Mollie E Wood
- 3 Clinical & Population Health Research, Graduate School of Biomedical Sciences, University of Massachusetts , Worcester, Massachusetts
| | - Cynthia Patraitis
- 2 Clinical and Translational Research Center , Maine Medical Center, Portland, Maine
| | - Christina Beaudoin
- 4 Department of Exercise Science, Grand Valley State University , Allendale, Michigan
| |
Collapse
|