Use of Active Video Games to Increase Physical Activity in Children: A (Virtual) Reality?

被引:137
|
作者
Foley, Louise [1 ]
Maddison, Ralph [1 ]
机构
[1] Univ Auckland, Clin Trials Res Unit, Auckland 1, New Zealand
关键词
ENERGY-EXPENDITURE; OVERWEIGHT CHILDREN; ADOLESCENTS; OBESE; COST; EXERCISE; FITNESS; WALKING;
D O I
10.1123/pes.22.1.7
中图分类号
R72 [儿科学];
学科分类号
100202 ;
摘要
There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerised searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.
引用
收藏
页码:7 / 20
页数:14
相关论文
共 50 条
  • [1] The Effect of Physical Activity and the Use of Active Video Games: Exergames in Children and Adolescents: A Systematic Review
    Andres Ramirez-Granizo, Irwin
    Luis Ubago-Jimenez, Jose
    Gonzalez-Valero, Gabriel
    Puertas-Molero, Pilar
    San Roman-Mata, Silvia
    INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2020, 17 (12) : 1 - 10
  • [2] Quantity, Intensity, And Enjoyment Of Physical Activity During Virtual Reality Games In Children
    Boots, Brenden
    Boone, Carolyn L.
    Hewitt, Easton
    Berg, Daniel
    Naugle, Keith E.
    Naugle, Kelly M.
    MEDICINE & SCIENCE IN SPORTS & EXERCISE, 2024, 56 (10) : 841 - 841
  • [3] ACTIVE VIDEO GAMES, CONVENTION VIDEO GAMES AND ADOLESCENT PHYSICAL ACTIVITY IN SECONDARY
    Beltran Carrillo, Juan Ignacio
    ESPIRAL-CUADERNOS DEL PROFESORADO, 2011, 4 (07): : 23 - 27
  • [4] Active video games and physical activity in overweight children and adolescents: Systematic review
    Do Carmo, Joao
    Goncalves, Ricardo
    Batalau, Rui
    Palmeira, Antonio L.
    SeGAH 2013 - IEEE 2nd International Conference on Serious Games and Applications for Health, Book of Proceedings, 2013,
  • [5] Active Video Games and Physical Activity in Overweight Children and Adolescents Systematic Review
    do Carmo, Joao
    Goncalves, Ricardo
    Batalau, Rui
    Palmeira, Antonio L.
    2013 IEEE 2ND INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH), 2013,
  • [6] Are Active Video Games Useful in Increasing Physical Activity and Addressing Obesity in Children?
    Bauman, Adrian
    Macniven, Rona
    JAMA PEDIATRICS, 2013, 167 (07) : 676 - 677
  • [7] Active Video Games to Promote Physical Activity in Children and Youth A Systematic Review
    Biddiss, Elaine
    Irwin, Jennifer
    ARCHIVES OF PEDIATRICS & ADOLESCENT MEDICINE, 2010, 164 (07): : 664 - 672
  • [8] Interactive Video Games as a Method to Increase Physical Activity Levels in Children Treated for Leukemia
    Kowaluk, Aleksandra
    Wozniewski, Marek
    HEALTHCARE, 2022, 10 (04)
  • [9] Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical Disabilities During a Global Pandemic
    Demers, Marika
    Martinie, Ophelie
    Winstein, Carolee
    Robert, Maxime T.
    FRONTIERS IN NEUROLOGY, 2020, 11
  • [10] Exploring actual and perceived levels of physical activity intensity during virtual reality active games
    Naugle, Keith E.
    Cervantes, Xzaliya A.
    Boone, Carolyn L.
    Wind, Brandon
    Naugle, Kelly M.
    FRONTIERS IN SPORTS AND ACTIVE LIVING, 2024, 6