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Active Video Games and Health Indicators in Children and Youth: A Systematic Review

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. OBJE...

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Autores principales: LeBlanc, Allana G., Chaput, Jean-Philippe, McFarlane, Allison, Colley, Rachel C., Thivel, David, Biddle, Stuart J. H., Maddison, Ralph, Leatherdale, Scott T., Tremblay, Mark S.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2013
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3683002/
https://www.ncbi.nlm.nih.gov/pubmed/23799008
http://dx.doi.org/10.1371/journal.pone.0065351
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author LeBlanc, Allana G.
Chaput, Jean-Philippe
McFarlane, Allison
Colley, Rachel C.
Thivel, David
Biddle, Stuart J. H.
Maddison, Ralph
Leatherdale, Scott T.
Tremblay, Mark S.
author_facet LeBlanc, Allana G.
Chaput, Jean-Philippe
McFarlane, Allison
Colley, Rachel C.
Thivel, David
Biddle, Stuart J. H.
Maddison, Ralph
Leatherdale, Scott T.
Tremblay, Mark S.
author_sort LeBlanc, Allana G.
collection PubMed
description 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.
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spelling pubmed-36830022013-06-24 Active Video Games and Health Indicators in Children and Youth: A Systematic Review LeBlanc, Allana G. Chaput, Jean-Philippe McFarlane, Allison Colley, Rachel C. Thivel, David Biddle, Stuart J. H. Maddison, Ralph Leatherdale, Scott T. Tremblay, Mark S. PLoS One Research Article 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. Public Library of Science 2013-06-14 /pmc/articles/PMC3683002/ /pubmed/23799008 http://dx.doi.org/10.1371/journal.pone.0065351 Text en © 2013 LeBlanc et al http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited.
spellingShingle Research Article
LeBlanc, Allana G.
Chaput, Jean-Philippe
McFarlane, Allison
Colley, Rachel C.
Thivel, David
Biddle, Stuart J. H.
Maddison, Ralph
Leatherdale, Scott T.
Tremblay, Mark S.
Active Video Games and Health Indicators in Children and Youth: A Systematic Review
title Active Video Games and Health Indicators in Children and Youth: A Systematic Review
title_full Active Video Games and Health Indicators in Children and Youth: A Systematic Review
title_fullStr Active Video Games and Health Indicators in Children and Youth: A Systematic Review
title_full_unstemmed Active Video Games and Health Indicators in Children and Youth: A Systematic Review
title_short Active Video Games and Health Indicators in Children and Youth: A Systematic Review
title_sort active video games and health indicators in children and youth: a systematic review
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3683002/
https://www.ncbi.nlm.nih.gov/pubmed/23799008
http://dx.doi.org/10.1371/journal.pone.0065351
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