Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review
Purpose Adolescent and young adult (AYA) cancer survivors experience greater functional deficits compared to non-cancer peers or older survivors with a similar diagnosis. Physical activity (PA) is a key strategy for mitigating functional decline, and motivation and peer support are critical PA facil...
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Veröffentlicht in: | Journal of cancer survivorship 2022-08, Vol.16 (4), p.714-727 |
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container_title | Journal of cancer survivorship |
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creator | Christopherson, Ursela Wells, Stephanie J. Parker, Nathan Lyons, Elizabeth J. Swartz, Michael D. Blozinski, Anna Basen-Engquist, Karen Peterson, Susan Swartz, Maria C. |
description | Purpose
Adolescent and young adult (AYA) cancer survivors experience greater functional deficits compared to non-cancer peers or older survivors with a similar diagnosis. Physical activity (PA) is a key strategy for mitigating functional decline, and motivation and peer support are critical PA facilitators in AYA cancer survivors. Active video games (AVGs) may be a “gateway” method to promote PA. Further, integrating AVGs into group videoconferencing, a medium used by AYAs to socialize, can capitalize on peer support needed for PA motivation. Thus, we examined the use of AVGs and/or videoconferencing in PA interventions that included AYA survivors and the effect on physical function and health outcomes.
Methods
Seven electronic databases were searched from incept to January 2020. Search terms included
videoconferencing
,
video games
,
exercise
, and
cancer
. The protocol is registered on PROSPERO: CRD42020163491. Two reviewers evaluated eligibility and methodological quality using Cochrane’s risk of bias tools.
Results
Six unique studies were included with 97% reviewer agreement. All used AVGs, none used videoconferencing alone, and one used both. Study designs and outcome measures were heterogeneous. Only one study solely targeted AYA survivors. Most were low to medium quality. Few showed significant improvements in quality of life (QOL) and fatigue (n=3), coordination/balance (n=2), and aerobic capacity (n=1).
Conclusions
PA interventions using AVGs and/or videoconferencing may improve QOL and fatigue, but evidence on function is lacking. Rigorous interventions targeting AYA survivors are needed.
Implications for Cancer Survivors
Using AVGs and/or videoconferencing to facilitate PA may improve QOL and fatigue. |
doi_str_mv | 10.1007/s11764-021-01065-z |
format | Article |
fullrecord | <record><control><sourceid>proquest_pubme</sourceid><recordid>TN_cdi_pubmedcentral_primary_oai_pubmedcentral_nih_gov_8175926</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2691909202</sourcerecordid><originalsourceid>FETCH-LOGICAL-c451t-2e28d4f9898aa1c639fcd38b1ce329b0dd0db1ec644604d607db8d1e87c9a1483</originalsourceid><addsrcrecordid>eNp9kUtv1TAQhS0EoqXwB1hZYsMm4Efi2CyQUMVLqsSGri3HntzrKrGLH6luf0Z_MblNVQQLVjPSfOdojg5Cryl5Rwnp32dKe9E2hNGGUCK65vYJOqWKs4Yx0T993Dt1gl7kfEVIxxRlz9EJb4kUVLan6O4yA44jNrb4BfDiHUS8MzNkfOPLHsd0P2Mt283GMEKCYH3Y4RjwHsx0xGqx8SjyARsXJ8gWQsEmOHyIdUWNq1PB1gQLCeeaFr_ElD9gg_MhF5hN8RYnWDzcvETPRjNlePUwz9Dll88_z781Fz--fj__dNHYtqOlYcCka0cllTSGWsHVaB2XA7XAmRqIc8QNFKxoW0FaJ0jvBukoyN4qQ1vJz9DHzfe6DjO448PJTPo6-dmkg47G678vwe_1Li5a0r5TTKwGbx8MUvxVIRc9-zX3NJkAsWbNOt4L3nPVreibf9CrWFNY42kmFFVEMcJWim2UTTHnBOPjM5ToY-V6q1yvlev7yvXtKuKbKK9w2EH6Y_0f1W89zLI2</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2691909202</pqid></control><display><type>article</type><title>Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review</title><source>SpringerLink Journals</source><creator>Christopherson, Ursela ; Wells, Stephanie J. ; Parker, Nathan ; Lyons, Elizabeth J. ; Swartz, Michael D. ; Blozinski, Anna ; Basen-Engquist, Karen ; Peterson, Susan ; Swartz, Maria C.</creator><creatorcontrib>Christopherson, Ursela ; Wells, Stephanie J. ; Parker, Nathan ; Lyons, Elizabeth J. ; Swartz, Michael D. ; Blozinski, Anna ; Basen-Engquist, Karen ; Peterson, Susan ; Swartz, Maria C.</creatorcontrib><description>Purpose
Adolescent and young adult (AYA) cancer survivors experience greater functional deficits compared to non-cancer peers or older survivors with a similar diagnosis. Physical activity (PA) is a key strategy for mitigating functional decline, and motivation and peer support are critical PA facilitators in AYA cancer survivors. Active video games (AVGs) may be a “gateway” method to promote PA. Further, integrating AVGs into group videoconferencing, a medium used by AYAs to socialize, can capitalize on peer support needed for PA motivation. Thus, we examined the use of AVGs and/or videoconferencing in PA interventions that included AYA survivors and the effect on physical function and health outcomes.
Methods
Seven electronic databases were searched from incept to January 2020. Search terms included
videoconferencing
,
video games
,
exercise
, and
cancer
. The protocol is registered on PROSPERO: CRD42020163491. Two reviewers evaluated eligibility and methodological quality using Cochrane’s risk of bias tools.
Results
Six unique studies were included with 97% reviewer agreement. All used AVGs, none used videoconferencing alone, and one used both. Study designs and outcome measures were heterogeneous. Only one study solely targeted AYA survivors. Most were low to medium quality. Few showed significant improvements in quality of life (QOL) and fatigue (n=3), coordination/balance (n=2), and aerobic capacity (n=1).
Conclusions
PA interventions using AVGs and/or videoconferencing may improve QOL and fatigue, but evidence on function is lacking. Rigorous interventions targeting AYA survivors are needed.
Implications for Cancer Survivors
Using AVGs and/or videoconferencing to facilitate PA may improve QOL and fatigue.</description><identifier>ISSN: 1932-2259</identifier><identifier>EISSN: 1932-2267</identifier><identifier>DOI: 10.1007/s11764-021-01065-z</identifier><identifier>PMID: 34086184</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Adolescents ; Aerobic capacity ; Cancer ; Computer & video games ; Fatigue ; Health Informatics ; Health Promotion and Disease Prevention ; Medicine ; Medicine & Public Health ; Motivation ; Oncology ; Peer tutoring ; Physical activity ; Primary Care Medicine ; Public Health ; Quality of life ; Quality of Life Research ; Review ; Survival ; Systematic review ; Teenagers ; Video teleconferencing ; Videoconferencing ; Young adults</subject><ispartof>Journal of cancer survivorship, 2022-08, Vol.16 (4), p.714-727</ispartof><rights>The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021</rights><rights>The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c451t-2e28d4f9898aa1c639fcd38b1ce329b0dd0db1ec644604d607db8d1e87c9a1483</citedby><cites>FETCH-LOGICAL-c451t-2e28d4f9898aa1c639fcd38b1ce329b0dd0db1ec644604d607db8d1e87c9a1483</cites><orcidid>0000-0002-4069-3089</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s11764-021-01065-z$$EPDF$$P50$$Gspringer$$H</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s11764-021-01065-z$$EHTML$$P50$$Gspringer$$H</linktohtml><link.rule.ids>230,314,780,784,885,27924,27925,41488,42557,51319</link.rule.ids></links><search><creatorcontrib>Christopherson, Ursela</creatorcontrib><creatorcontrib>Wells, Stephanie J.</creatorcontrib><creatorcontrib>Parker, Nathan</creatorcontrib><creatorcontrib>Lyons, Elizabeth J.</creatorcontrib><creatorcontrib>Swartz, Michael D.</creatorcontrib><creatorcontrib>Blozinski, Anna</creatorcontrib><creatorcontrib>Basen-Engquist, Karen</creatorcontrib><creatorcontrib>Peterson, Susan</creatorcontrib><creatorcontrib>Swartz, Maria C.</creatorcontrib><title>Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review</title><title>Journal of cancer survivorship</title><addtitle>J Cancer Surviv</addtitle><description>Purpose
Adolescent and young adult (AYA) cancer survivors experience greater functional deficits compared to non-cancer peers or older survivors with a similar diagnosis. Physical activity (PA) is a key strategy for mitigating functional decline, and motivation and peer support are critical PA facilitators in AYA cancer survivors. Active video games (AVGs) may be a “gateway” method to promote PA. Further, integrating AVGs into group videoconferencing, a medium used by AYAs to socialize, can capitalize on peer support needed for PA motivation. Thus, we examined the use of AVGs and/or videoconferencing in PA interventions that included AYA survivors and the effect on physical function and health outcomes.
Methods
Seven electronic databases were searched from incept to January 2020. Search terms included
videoconferencing
,
video games
,
exercise
, and
cancer
. The protocol is registered on PROSPERO: CRD42020163491. Two reviewers evaluated eligibility and methodological quality using Cochrane’s risk of bias tools.
Results
Six unique studies were included with 97% reviewer agreement. All used AVGs, none used videoconferencing alone, and one used both. Study designs and outcome measures were heterogeneous. Only one study solely targeted AYA survivors. Most were low to medium quality. Few showed significant improvements in quality of life (QOL) and fatigue (n=3), coordination/balance (n=2), and aerobic capacity (n=1).
Conclusions
PA interventions using AVGs and/or videoconferencing may improve QOL and fatigue, but evidence on function is lacking. Rigorous interventions targeting AYA survivors are needed.
Implications for Cancer Survivors
Using AVGs and/or videoconferencing to facilitate PA may improve QOL and fatigue.</description><subject>Adolescents</subject><subject>Aerobic capacity</subject><subject>Cancer</subject><subject>Computer & video games</subject><subject>Fatigue</subject><subject>Health Informatics</subject><subject>Health Promotion and Disease Prevention</subject><subject>Medicine</subject><subject>Medicine & Public Health</subject><subject>Motivation</subject><subject>Oncology</subject><subject>Peer tutoring</subject><subject>Physical activity</subject><subject>Primary Care Medicine</subject><subject>Public Health</subject><subject>Quality of life</subject><subject>Quality of Life Research</subject><subject>Review</subject><subject>Survival</subject><subject>Systematic review</subject><subject>Teenagers</subject><subject>Video teleconferencing</subject><subject>Videoconferencing</subject><subject>Young adults</subject><issn>1932-2259</issn><issn>1932-2267</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2022</creationdate><recordtype>article</recordtype><sourceid>8G5</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNp9kUtv1TAQhS0EoqXwB1hZYsMm4Efi2CyQUMVLqsSGri3HntzrKrGLH6luf0Z_MblNVQQLVjPSfOdojg5Cryl5Rwnp32dKe9E2hNGGUCK65vYJOqWKs4Yx0T993Dt1gl7kfEVIxxRlz9EJb4kUVLan6O4yA44jNrb4BfDiHUS8MzNkfOPLHsd0P2Mt283GMEKCYH3Y4RjwHsx0xGqx8SjyARsXJ8gWQsEmOHyIdUWNq1PB1gQLCeeaFr_ElD9gg_MhF5hN8RYnWDzcvETPRjNlePUwz9Dll88_z781Fz--fj__dNHYtqOlYcCka0cllTSGWsHVaB2XA7XAmRqIc8QNFKxoW0FaJ0jvBukoyN4qQ1vJz9DHzfe6DjO448PJTPo6-dmkg47G678vwe_1Li5a0r5TTKwGbx8MUvxVIRc9-zX3NJkAsWbNOt4L3nPVreibf9CrWFNY42kmFFVEMcJWim2UTTHnBOPjM5ToY-V6q1yvlev7yvXtKuKbKK9w2EH6Y_0f1W89zLI2</recordid><startdate>20220801</startdate><enddate>20220801</enddate><creator>Christopherson, Ursela</creator><creator>Wells, Stephanie J.</creator><creator>Parker, Nathan</creator><creator>Lyons, Elizabeth J.</creator><creator>Swartz, Michael D.</creator><creator>Blozinski, Anna</creator><creator>Basen-Engquist, Karen</creator><creator>Peterson, Susan</creator><creator>Swartz, Maria C.</creator><general>Springer US</general><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7RV</scope><scope>7TO</scope><scope>7X7</scope><scope>7XB</scope><scope>88E</scope><scope>88G</scope><scope>8AO</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>H94</scope><scope>K9.</scope><scope>KB0</scope><scope>M0S</scope><scope>M1P</scope><scope>M2M</scope><scope>M2O</scope><scope>MBDVC</scope><scope>NAPCQ</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PSYQQ</scope><scope>Q9U</scope><scope>7X8</scope><scope>5PM</scope><orcidid>https://orcid.org/0000-0002-4069-3089</orcidid></search><sort><creationdate>20220801</creationdate><title>Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review</title><author>Christopherson, Ursela ; Wells, Stephanie J. ; Parker, Nathan ; Lyons, Elizabeth J. ; Swartz, Michael D. ; Blozinski, Anna ; Basen-Engquist, Karen ; Peterson, Susan ; Swartz, Maria C.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c451t-2e28d4f9898aa1c639fcd38b1ce329b0dd0db1ec644604d607db8d1e87c9a1483</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2022</creationdate><topic>Adolescents</topic><topic>Aerobic capacity</topic><topic>Cancer</topic><topic>Computer & video games</topic><topic>Fatigue</topic><topic>Health Informatics</topic><topic>Health Promotion and Disease Prevention</topic><topic>Medicine</topic><topic>Medicine & Public Health</topic><topic>Motivation</topic><topic>Oncology</topic><topic>Peer tutoring</topic><topic>Physical activity</topic><topic>Primary Care Medicine</topic><topic>Public Health</topic><topic>Quality of life</topic><topic>Quality of Life Research</topic><topic>Review</topic><topic>Survival</topic><topic>Systematic review</topic><topic>Teenagers</topic><topic>Video teleconferencing</topic><topic>Videoconferencing</topic><topic>Young adults</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Christopherson, Ursela</creatorcontrib><creatorcontrib>Wells, Stephanie J.</creatorcontrib><creatorcontrib>Parker, Nathan</creatorcontrib><creatorcontrib>Lyons, Elizabeth J.</creatorcontrib><creatorcontrib>Swartz, Michael D.</creatorcontrib><creatorcontrib>Blozinski, Anna</creatorcontrib><creatorcontrib>Basen-Engquist, Karen</creatorcontrib><creatorcontrib>Peterson, Susan</creatorcontrib><creatorcontrib>Swartz, Maria C.</creatorcontrib><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Nursing & Allied Health Database</collection><collection>Oncogenes and Growth Factors Abstracts</collection><collection>Health & Medical Collection</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Medical Database (Alumni Edition)</collection><collection>Psychology Database (Alumni)</collection><collection>ProQuest Pharma Collection</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>AIDS and Cancer Research Abstracts</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Nursing & Allied Health Database (Alumni Edition)</collection><collection>Health & Medical Collection (Alumni Edition)</collection><collection>Medical Database</collection><collection>Psychology Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>Nursing & Allied Health Premium</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>Journal of cancer survivorship</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Christopherson, Ursela</au><au>Wells, Stephanie J.</au><au>Parker, Nathan</au><au>Lyons, Elizabeth J.</au><au>Swartz, Michael D.</au><au>Blozinski, Anna</au><au>Basen-Engquist, Karen</au><au>Peterson, Susan</au><au>Swartz, Maria C.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review</atitle><jtitle>Journal of cancer survivorship</jtitle><stitle>J Cancer Surviv</stitle><date>2022-08-01</date><risdate>2022</risdate><volume>16</volume><issue>4</issue><spage>714</spage><epage>727</epage><pages>714-727</pages><issn>1932-2259</issn><eissn>1932-2267</eissn><abstract>Purpose
Adolescent and young adult (AYA) cancer survivors experience greater functional deficits compared to non-cancer peers or older survivors with a similar diagnosis. Physical activity (PA) is a key strategy for mitigating functional decline, and motivation and peer support are critical PA facilitators in AYA cancer survivors. Active video games (AVGs) may be a “gateway” method to promote PA. Further, integrating AVGs into group videoconferencing, a medium used by AYAs to socialize, can capitalize on peer support needed for PA motivation. Thus, we examined the use of AVGs and/or videoconferencing in PA interventions that included AYA survivors and the effect on physical function and health outcomes.
Methods
Seven electronic databases were searched from incept to January 2020. Search terms included
videoconferencing
,
video games
,
exercise
, and
cancer
. The protocol is registered on PROSPERO: CRD42020163491. Two reviewers evaluated eligibility and methodological quality using Cochrane’s risk of bias tools.
Results
Six unique studies were included with 97% reviewer agreement. All used AVGs, none used videoconferencing alone, and one used both. Study designs and outcome measures were heterogeneous. Only one study solely targeted AYA survivors. Most were low to medium quality. Few showed significant improvements in quality of life (QOL) and fatigue (n=3), coordination/balance (n=2), and aerobic capacity (n=1).
Conclusions
PA interventions using AVGs and/or videoconferencing may improve QOL and fatigue, but evidence on function is lacking. Rigorous interventions targeting AYA survivors are needed.
Implications for Cancer Survivors
Using AVGs and/or videoconferencing to facilitate PA may improve QOL and fatigue.</abstract><cop>New York</cop><pub>Springer US</pub><pmid>34086184</pmid><doi>10.1007/s11764-021-01065-z</doi><tpages>14</tpages><orcidid>https://orcid.org/0000-0002-4069-3089</orcidid><oa>free_for_read</oa></addata></record> |
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language | eng |
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source | SpringerLink Journals |
subjects | Adolescents Aerobic capacity Cancer Computer & video games Fatigue Health Informatics Health Promotion and Disease Prevention Medicine Medicine & Public Health Motivation Oncology Peer tutoring Physical activity Primary Care Medicine Public Health Quality of life Quality of Life Research Review Survival Systematic review Teenagers Video teleconferencing Videoconferencing Young adults |
title | Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review |
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