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Mo W, Saibon JB, Li Y, Li J, He Y. Effects of game-based physical education program on enjoyment in children and adolescents: a systematic review and meta-analysis. BMC Public Health 2024; 24:517. [PMID: 38373997 PMCID: PMC10875794 DOI: 10.1186/s12889-024-18043-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/07/2023] [Accepted: 02/08/2024] [Indexed: 02/21/2024] Open
Abstract
OBJECTIVE The objective of this study was to conduct a systematic review to summarize and assess the advancements lately made on the enjoyable impacts of game-based physical education interventions on children and adolescents. Additionally, it attempted to identify the effects and variables influencing the enjoyable outcomes of children and adolescents' engagement in physical education games, through meta-analysis. METHODS This study involves a comprehensive search of different databases like Web of Science, PubMed, Embase, EBSCOhost, Cochrane, and Scopus. Specific criteria are established for the selection process to make sure the relevant literature included. The quality assessment of the included researches is conducted based on the guidelines outlined in the Cochrane 5.1 handbook. Review Manager 5.3 software is employed to synthesis the effect sizes. Additionally, bias is assessed using funnel plots, and to identify potential sources of heterogeneity, subgroup analyses are performed. RESULTS A total of 1907 academic papers, out of which 2 articles were identified via other data sources. The present study examined the impact of a pedagogical intervention involving physical education games on the enjoyment experienced by children and adolescents. The results indicated a significant positive effect (MD = 0.53, 95%CI:[0.27,0.79], P < 0.05) of this intervention on enjoyment. Subgroup analyses further revealed that both boys (MD = 0.31, 95%CI:[0.13,0.50], P < 0.05) and girls (MD = 0.28, 95%CI:[0.05,0.51], P < 0.05) experienced increased pleasure compared to traditional physical education. Additionally, children under 12 years of age (MD = 0.41, 95%CI:[0.17,0.64], P < 0.05) benefited from sessions lasting at least 30 minutes or more per session (MD = 0.40, 95%CI:[0.19,0.60], P < 0.05), occurring 1 to 3 times per week (MD = 0.28, 95%CI:[0.16,0.40], P < 0.05), and lasting for more than 3 weeks (MD = 0.81, 95%CI:[0.29,1.34], P < 0.05). These findings suggest that the implementation of physical education games can be an effective approach to teaching this subject. CONCLUSIONS 1) Interventions using physical games have been shown to yield beneficial outcomes in terms of enhancing the enjoyment experienced by children and adolescents. 2) The effectiveness of treatments aimed at promoting enjoyment among children and adolescents is influenced by several aspects, including gender, age, duration and frequency of physical activity, as well as the specific cycle of activity used.
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Affiliation(s)
- Weilong Mo
- Malaysia Postgraduate Department, School of Educational Studies, Universiti Sains Malaysia, 11800, Penang, Malaysia
- Zhaoqing College, Zhaoqing, 526061, China
| | - Jamalsafri Bin Saibon
- Malaysia Postgraduate Department, School of Educational Studies, Universiti Sains Malaysia, 11800, Penang, Malaysia.
| | - Yaming Li
- Malaysia Postgraduate Department, School of Educational Studies, Universiti Sains Malaysia, 11800, Penang, Malaysia
| | - Jiequan Li
- Dinghu First Experimental School, Zhaoqing, 526070, China
| | - Yanwu He
- Huaqiao Junior High School, Zhaoqing, 526108, China
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Angelini F, Pivetta E, Marino C, Canale N, Spada MM, Vieno A. Social norms and problematic gaming among adolescents: The role of Internet use coping motives. Addict Behav 2024; 148:107865. [PMID: 37804747 DOI: 10.1016/j.addbeh.2023.107865] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/08/2023] [Revised: 09/11/2023] [Accepted: 09/18/2023] [Indexed: 10/09/2023]
Abstract
INTRODUCTION Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studies have documented that peer influences constitute a relevant risk factor for adolescent problematic behaviors, little research is currently available on PG. The aim of this study was to examine the contribution of social norms and perceived friends' gaming frequency on participants' own gaming frequency and PG, by testing potential differences among groups with low vs. high motive to use the Internet (e.g., online gaming) as a coping strategy. METHOD A survey was administered to 470 adolescent gamers (mean age = 15.49 years; SD = 1.05 years; 77.9 % males). A theoretical model was tested through path analysis and multi-group comparisons were performed. RESULTS Path analysis revealed that social norms and perceived friends' gaming frequency were positively associated to participants' gaming behaviors and PG. Additionally, different patterns between groups emerged. CONCLUSION Our findings confirmed the relative importance of peer influences on adolescents' gaming behaviors and PG and showed that adolescents who rely more on online gaming to cope with negative affect may be more vulnerable to social influence processes than other peers. These findings may provide useful indications for prevention programs targeting adolescent PG.
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Affiliation(s)
- Federica Angelini
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Erika Pivetta
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Claudia Marino
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy; Division of Psychology, School of Applied Sciences, London South Bank University, 103 Borough Road, London SE1 0AA, United Kingdom.
| | - Natale Canale
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Marcantonio M Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, 103 Borough Road, London SE1 0AA, United Kingdom.
| | - Alessio Vieno
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
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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
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Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017; 5:e7. [PMID: 28381393 PMCID: PMC5399220 DOI: 10.2196/games.7197] [Citation(s) in RCA: 53] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/25/2016] [Revised: 02/24/2017] [Accepted: 02/26/2017] [Indexed: 02/04/2023] Open
Abstract
Background Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term. Objective In this study, we investigated the motivational effects of the digital game “Pokémon Go” leading to continued use or abandonment of the game. The aim of the study was to determine aspects that motivate individuals to play augmented reality exergames and how this motivation can be used to strengthen the initial interest in physical activity. Methods A total of 199 participants completed an open self-selected Web-based survey. On the basis of their self-indicated assignment to one of three predefined user groups (active, former, and nonuser of Pokémon Go), participants answered various questions regarding game experience, physical activity, motivation, and personality as measured by the Big Five Inventory. Results In total, 81 active, 56 former, and 62 nonusers of Pokémon Go were recruited. When asked about the times they perform physical activity, active users stated that they were less physically active in general than former and nonusers. However, based on a subjective rating, active users were more motivated to be physically active due to playing Pokémon Go. Motivational aspects differed for active and former users, whereas fan status was the same within both groups. Active users are more motivated by features directly related to Pokémon, such as catching all possible Pokémon and reaching higher levels, whereas former users stress the importance of general game quality, such as better augmented reality and more challenges in the game. Personality did not affect whether a person started to play Pokémon Go nor their abandonment of the game. Conclusions The results show various motivating elements that should be incorporated into augmented reality exergames based on the game Pokémon Go. We identified different user types for whom different features of the game contribute to maintained motivation or abandonment. Our results show aspects that augmented reality exergame designers should keep in mind to encourage individuals to start playing their game and facilitate long-term user engagement, resulting in a greater interest in physical activity.
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Affiliation(s)
- Peter Rasche
- Institute of Industrial Engineering and Ergonomics, Department of Mechanical Engineering, RWTH Aachen University, Aachen, Germany
| | - Anna Schlomann
- Doctoral Programme GROW "Gerontological Research On Well-Being", University of Cologne, Cologne, Germany
| | - Alexander Mertens
- Institute of Industrial Engineering and Ergonomics, Department of Mechanical Engineering, RWTH Aachen University, Aachen, Germany
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Simons M, Chinapaw MJM, Brug J, Seidell J, de Vet E. Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study. Int J Behav Nutr Phys Act 2015; 12:32. [PMID: 25889743 PMCID: PMC4359402 DOI: 10.1186/s12966-015-0192-6] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2014] [Accepted: 02/19/2015] [Indexed: 11/10/2022] Open
Abstract
Background Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study therefore examines the association between active video gaming and other energy-balance-related behaviours (EBRBs). Findings Adolescents (12–16 years) with access to an active video game and who reported to spend at least one hour per week in active video gaming were invited to participate in the study. They were asked to complete electronic 24-hour recall diaries on five randomly assigned weekdays and two randomly assigned weekend-days in a one-month period, reporting on time spent playing active and non-active video games and on other EBRBs. Findings indicated that adolescents who reported playing active video games on assessed days also reported spending more time playing non-active video games (Median = 23.6, IQR = 56.8 minutes per week) compared to adolescents who did not report playing active video games on assessed days (Median = 10.0, IQR = 51.3 minutes per week, P < 0.001 (Mann Whitney test)). No differences between these groups were found in other EBRBs. Among those who played active video games on assessed days, active video game time was positively yet weakly associated with TV/DVD time and snack consumption. Active video game time was not significantly associated with other activities and sugar-sweetened beverages intake. Conclusions The results suggest that it is unlikely that time spent by adolescents in playing active video games replaces time spent in other physically active behaviours or sedentary activities. Spending more time playing active video games does seem to be associated with a small, but significant increase in intake of snacks. This suggests that interventions aimed at increasing time spent on active video gaming, may have unexpected side effects, thus warranting caution. Electronic supplementary material The online version of this article (doi:10.1186/s12966-015-0192-6) contains supplementary material, which is available to authorized users.
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Affiliation(s)
- Monique Simons
- Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, De Boelelaan 1085, 1081 HV, Amsterdam, The Netherlands. .,Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, The Netherlands. .,TNO, Expertise Centre Life Style, Leiden, The Netherlands.
| | - Mai J M Chinapaw
- Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, The Netherlands. .,Department of Public and Occupational Health and the EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands. .,Department of Epidemiology & Biostatistics and EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands.
| | - Johannes Brug
- Department of Public and Occupational Health and the EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands. .,Department of Epidemiology & Biostatistics and EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands.
| | - Jaap Seidell
- Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, De Boelelaan 1085, 1081 HV, Amsterdam, The Netherlands.
| | - Emely de Vet
- Chairgroup Strategic Communication, Sub-department Communication, Philosophy and Technology: Centre for Integrative Development, Wageningen University and Research Centre Wageningen, Wageningen, the Netherlands.
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