Active video games and health indicators in children and youth: a systematic review
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. This systematic...
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description | 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.
This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years).
Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material.
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).
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.
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. |
doi_str_mv | 10.1371/journal.pone.0065351 |
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This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years).
Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material.
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).
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.
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.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0065351</identifier><identifier>PMID: 23799008</identifier><language>eng</language><publisher>United States: Public Library of Science</publisher><subject>Adipose tissue ; Adolescent ; Analysis ; Bibliographic data bases ; Biological evolution ; Body composition ; Cerebral palsy ; Child ; Child health ; Child, Preschool ; Children ; Children & youth ; Computer & video games ; Down syndrome ; Energy expenditure ; Energy intake ; Energy Metabolism ; Exercise ; Health ; Health care ; Health Status Indicators ; Humans ; Indicators ; Intervention ; Learning ; Luminous intensity ; Medicine ; Obesity ; Pediatrics ; Physical activity ; Physical fitness ; Populations ; Rehabilitation ; Reviews ; Spinal cord ; Studies ; Sustainability ; Systematic review ; Teenagers ; Video Games ; Weight control</subject><ispartof>PloS one, 2013-06, Vol.8 (6), p.e65351-e65351</ispartof><rights>COPYRIGHT 2013 Public Library of Science</rights><rights>2013 LeBlanc et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License: https://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2013 LeBlanc et al 2013 LeBlanc et al</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c758t-78d43f50265e64ca6061a1de38118f4495ce46174bbfea02ce3c8106f65e6b303</citedby><cites>FETCH-LOGICAL-c758t-78d43f50265e64ca6061a1de38118f4495ce46174bbfea02ce3c8106f65e6b303</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC3683002/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC3683002/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,723,776,780,860,881,2096,2915,23845,27901,27902,53766,53768,79342,79343</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/23799008$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>LeBlanc, Allana G</creatorcontrib><creatorcontrib>Chaput, Jean-Philippe</creatorcontrib><creatorcontrib>McFarlane, Allison</creatorcontrib><creatorcontrib>Colley, Rachel C</creatorcontrib><creatorcontrib>Thivel, David</creatorcontrib><creatorcontrib>Biddle, Stuart J H</creatorcontrib><creatorcontrib>Maddison, Ralph</creatorcontrib><creatorcontrib>Leatherdale, Scott T</creatorcontrib><creatorcontrib>Tremblay, Mark S</creatorcontrib><title>Active video games and health indicators in children and youth: a systematic review</title><title>PloS one</title><addtitle>PLoS One</addtitle><description>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.
This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years).
Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material.
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).
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.
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.</description><subject>Adipose tissue</subject><subject>Adolescent</subject><subject>Analysis</subject><subject>Bibliographic data bases</subject><subject>Biological evolution</subject><subject>Body composition</subject><subject>Cerebral palsy</subject><subject>Child</subject><subject>Child health</subject><subject>Child, Preschool</subject><subject>Children</subject><subject>Children & youth</subject><subject>Computer & video games</subject><subject>Down syndrome</subject><subject>Energy expenditure</subject><subject>Energy intake</subject><subject>Energy Metabolism</subject><subject>Exercise</subject><subject>Health</subject><subject>Health care</subject><subject>Health Status Indicators</subject><subject>Humans</subject><subject>Indicators</subject><subject>Intervention</subject><subject>Learning</subject><subject>Luminous intensity</subject><subject>Medicine</subject><subject>Obesity</subject><subject>Pediatrics</subject><subject>Physical activity</subject><subject>Physical fitness</subject><subject>Populations</subject><subject>Rehabilitation</subject><subject>Reviews</subject><subject>Spinal cord</subject><subject>Studies</subject><subject>Sustainability</subject><subject>Systematic review</subject><subject>Teenagers</subject><subject>Video Games</subject><subject>Weight 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one</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>LeBlanc, Allana G</au><au>Chaput, Jean-Philippe</au><au>McFarlane, Allison</au><au>Colley, Rachel C</au><au>Thivel, David</au><au>Biddle, Stuart J H</au><au>Maddison, Ralph</au><au>Leatherdale, Scott T</au><au>Tremblay, Mark S</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Active video games and health indicators in children and youth: a systematic review</atitle><jtitle>PloS one</jtitle><addtitle>PLoS One</addtitle><date>2013-06-14</date><risdate>2013</risdate><volume>8</volume><issue>6</issue><spage>e65351</spage><epage>e65351</epage><pages>e65351-e65351</pages><issn>1932-6203</issn><eissn>1932-6203</eissn><abstract>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.
This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years).
Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material.
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).
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.
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.</abstract><cop>United States</cop><pub>Public Library of Science</pub><pmid>23799008</pmid><doi>10.1371/journal.pone.0065351</doi><tpages>e65351</tpages><oa>free_for_read</oa></addata></record> |
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subjects | Adipose tissue Adolescent Analysis Bibliographic data bases Biological evolution Body composition Cerebral palsy Child Child health Child, Preschool Children Children & youth Computer & video games Down syndrome Energy expenditure Energy intake Energy Metabolism Exercise Health Health care Health Status Indicators Humans Indicators Intervention Learning Luminous intensity Medicine Obesity Pediatrics Physical activity Physical fitness Populations Rehabilitation Reviews Spinal cord Studies Sustainability Systematic review Teenagers Video Games Weight control |
title | Active video games and health indicators in children and youth: a systematic review |
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