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Active video games for youth: a systematic review
Anthony Barnett1, Ester Cerin, Tom Baranowski
1Institute of Human Performance, University of Hong Kong, China.
Journal of Physical Activity & Health
|July 8, 2011
Summary
Active video games (AVGs) can increase physical activity (PA) in youth, but engagement often declines over time. More research is needed to sustain AVG play for long-term health benefits.
Area of Science:
- Pediatric Health
- Exercise Science
- Digital Health
Background:
- Population-level increase in physical activity (PA) is crucial for reducing youth obesity.
- Active video games (AVGs) present a potential avenue for promoting PA in adolescents.
Purpose of the Study:
- To systematically review studies on energy expenditure (EE) during AVG play in youth.
- To assess the maintenance and sustainability of AVG play over time in young populations.
Main Methods:
- Systematic literature search for studies measuring AVG play EE and play maintenance in youth.
- Quality and informational value assessment of identified studies.
- Meta-analysis of energy expenditure estimates from relevant studies.
Main Results:
- Nine studies reported AVG play EE, with average METs ranging from 3.1 to 3.2, below the vigorous PA threshold.
- No significant differences in EE were observed based on age or gender, but game type influenced results.
- Four studies indicated that AVG use typically declines over time, with low-to-medium study quality.
Conclusions:
- AVGs can contribute to meeting PA guidelines for youth by generating energy expenditure.
- The sustainability of AVG play is a concern, as engagement tends to decrease shortly after initiation.
- Future research should focus on strategies to enhance the long-term maintenance of AVG play.
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