Title |
The Impact of Active Video Gaming on Weight in Youth: A Meta-Analysis |
Design |
Meta-analysis |
Participants |
Youth aged 7-19 |
Intervention |
Active video game interventions that took place over multiple weeks |
Comparator |
No-intervention control group (encouraged participants to continue with normal daily routines without any intervention) |
Major outcomes |
Change in body weight after intervention |
Settings |
Home, school, laboratory |
Main results |
The meta-analysis found no difference in pre–post weight change between the active video game and no-intervention group (SMD = -0.08 ; 95% CI : -0.25 , 0.08, P = 0.31). |
Conclusion |
No difference was found in pre–post intervention weight change between the active video game and no-intervention group. |
Link |
https://journals.sagepub.com/doi/full/10.1177/0009922814545165 |
Reference |
Bochner, R. E., Sorensen, K. M., & Belamarich, P. F. (2015). The Impact of Active Video Gaming on Weight in Youth: A Meta-Analysis. Clinical Pediatrics, 54(7), 620–628. https://doi.org/10.1177/0009922814545165 |
Title |
A meta-analysis of active video games on health outcomes among children and adolescents |
Design |
Meta-analysis |
Participants |
children/adolescents (18 years and younger) |
Intervention |
Active video games |
Comparator |
Sedentary behaviours, laboratory-based exercises, and field-based physical activity. |
Major outcomes |
- Psychological outcomes: self-efficacy toward active video games and physical activity, enjoyment, attitudes, intention, situational interest and intrinsic motivation towards active video games.
- Physiological outcomes: energy expenditure, heart rate, VO2 max, metabolic equivalent (MET), physical activity, rate of perceived exertion, body composition and cardiovascular fitness.
|
Settings |
Not reported |
Main results |
- Compared to sedentary behaviours, active video games had a large effect on children/adolescents’ physiological and psychological outcomes.
- The effect sizes for physiological outcomes were marginal when comparing active video games with laboratory-based exercises.
- The comparison between active video games and field-based physical activity had null to moderate effect sizes.
|
Conclusion |
Active video games induced higher physiological responses than sedentary behaviours. The results suggest that AVGs can be used to replace children/adolescents’ sedentary behaviours while maintaining game enjoyment and attractiveness.
The physiological and psychological responses induced by active video games were similar to laboratory-based exercises. AVGs could yield equivalent health benefits to children/adolescents as laboratory-based exercise or field-based physical activity. |
Link |
https://pubmed.ncbi.nlm.nih.gov/25943852/ |
Reference |
Gao, Z., Chen, S., Pasco, D., & Pope, Z. (2015). A meta-analysis of active video games on health outcomes among children and adolescents. Obesity Reviews, 16(9), 783–794. https://doi.org/10.1111/obr.12287 |
Title |
Effects of active video games on children and adolescents: A systematic review with meta-analysis |
Design |
Systematic review of randomised controlled trial and quasi-randomised controlled trials with meta-analysis |
Participants |
1016 children and adolescents aged 7 to 19 years |
Intervention(s) |
Active video games |
Comparator(s) |
No/minimal intervention: inactive videogame, maintain normal daily activities, waiting list, maintain normal gaming activities |
Major outcomes |
Physical activity levels and obesity-related outcomes: BMI, BMI z-score, bodyweight, body fat, waist circumference. |
Settings |
Home or laboratory. School-based interventions were excluded. |
Main results |
- Compared to no/minimal intervention, AVGs were more effective in reducing BMI/zBMI at short-term (SMD = -0.34 ; 95% CI: -0.62 , -0.05) and intermediate-term follow-up (SMD = -0.36 ; 95% CI: -0.01 , -0.71).
- Compared to no/minimal intervention, AVGs were more effective in reducing body weight at intermediate-term follow-up (SMD = -0.25 ; 95% CI: -0.46 , -0.04).
- Compared to minimal intervention, AVGs were not more effective at increasing physical activity levels at short-term and intermediate-term follow-up.
|
Conclusion |
AVGs were better than minimal intervention in reducing BMI and body weight, but not for increasing physical activity in young people. |
Link |
https://onlinelibrary.wiley.com/doi/full/10.1111/sms.13539 |
Reference |
Oliveira, C. B., Pinto, R. Z., Saraiva, B. T. C., Tebar, W. R., Delfino, L. D., Franco, M. R., Silva, C. C. M., & Christofaro, D. G. D. (2020). Effects of active video games on children and adolescents: A systematic review with meta-analysis. Scandinavian Journal of Medicine and Science in Sports, 30(1), 4–12. https://doi.org/10.1111/sms.13539 |