Using Active Video Games for Physical Activity Promotion

@article{Peng2013UsingAV,
  title={Using Active Video Games for Physical Activity Promotion},
  author={Wei Peng and Julia Crouse and Jih-Hsuan Tammy Lin},
  journal={Health Education \& Behavior},
  year={2013},
  volume={40},
  pages={171 - 192}
}
This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with quantitative… 

Tables from this paper

Effects of Active Videogames on Physical Activity and Related Outcomes Among Healthy Children: A Systematic Review.
TLDR
The present review does not support using AVGs alone in the home setting to promote PA, and moderate evidence was found that structured AVG play could improve PA.
A systematic review of active video games on rehabilitative outcomes among older patients
The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review
This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with,
Physical Activity and Exergames Among Older Adults: A Scoping Review.
TLDR
The review found that exergames significantly impacted the older adults' physical activity level as participants experienced improved balance and cognitive function, and enjoyed playing exergame, thus prolonging their game engagement.
Health game interventions to enhance physical activity self‐efficacy of children: a quantitative systematic review
TLDR
Although health game interventions seemingly enhance the physical activity self-efficacy of children and have potential as a means of increasing physical activity, more rigorous research is needed to clarify how effective such interventions are in the longer run to contribute to the development of game-based interventions.
Active Video Games and Health Indicators in Children and Youth: A Systematic Review
TLDR
Overall, AVGs are associated with acute increases in EE, but effects on habitual physical activity are not clear, and there is not sufficient evidence to recommend AVGs as a means of increasing daily physical activity.
Active video game on children and adolescents' physical activity and weight management: A network meta‐analysis
TLDR
Dance appears to be the best option for reducing BMI among AVG subcategories in children and adolescents, and NMA showed that rhythmic dance games had the highest probability of being the most effective sub‐category for reduced BMI.
The feasibility and efficacy of using active video games to promote health enhancing physical activity
In the last 30 years, technological advances have altered occupational and recreational activities that have resulted in decreased daily physical activity. The resultant increase in physical
A meta‐analysis of active video games on health outcomes among children and adolescents
  • Z. Gao, S. Chen, D. Pasco, Z. Pope
  • Medicine
    Obesity reviews : an official journal of the International Association for the Study of Obesity
  • 2015
TLDR
AVGs could yield equivalent health benefits to children/adolescents as laboratory‐based exercise or field‐based physical activity, and can be a good alternative for sedentary behaviour and addition to traditional physical activity and sports in children/Adolescents.
...
...

References

SHOWING 1-10 OF 78 REFERENCES
Active video games to promote physical activity in children and youth: a systematic review.
TLDR
The AVGs enable light to moderate physical activity and limited evidence is available to draw conclusions on the long-term efficacy of AVGs for physical activity promotion.
The effect of active video gaming on children's physical activity, behavior preferences and body composition.
TLDR
Larger trials are needed to verify the impact of active video games on children's PA and health, and targeted changes in video game use did not positively affect PA.
Interactive multimedia for promoting physical activity (IMPACT) in children.
TLDR
The interactive multimedia curriculum was associated with subtle changes in physical activity in girls and general improvement in psychosocial outcomes related to physical activity, and favored an improvement in obesity indices in girls.
Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
TLDR
It is suggested that playing active video games on a regular basis may have positive effects on children's overall physical activity levels and further research is needed to confirm if playing these games over a longer period of time could also have positive results on children' body weight and body mass index.
Children, video games and physical activity: An exploratory study
Media consumption and video gameplay can contribute to a sedentary lifestyle. Nevertheless, video games may have the potential to actually enhance children's physical activity. Objective: To explore
The effects of exergaming on physical activity among inactive children in a physical education classroom.
TLDR
Exergaming appears to hold promise as a method for increasing physical activity among inactive children and might be a possible intervention for childhood obesity.
Video game play, child diet, and physical activity behavior change a randomized clinical trial.
Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting.
A review of eHealth interventions for physical activity and dietary behavior change.
Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games
TLDR
The results show that playing AVGs significantly increased HR, VO2, and EE from resting, and suggests that AVGs are effective technologies that may facilitate light- to moderate-intensity physical activity promotion.
...
...