Active Video Games

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