CAN ACTIVE VIDEO GAMES BE PART OF THE SOLUTION TO PROMOTE PHYSICAL ACTIVITY IN YOUTH? A SYSTEMATIC REVIEW

ABSTRACT

Background: 

To develop more efficient programs for promoting physical activity it is important to consider this new generation of video games. The aim of this systematic review is to identify interventions with the use of Active Video Games to promote physical activity.

Methods: 

We conducted a search in PubMed database, with support of the starting question “can the use of AVG contribute to the increase of PA?” using the keywords and alternative terms, to be placed in the search strategies, to reduce bias in results. We’ve included papers published between 1st January 2008 and 11th June 2012, in English language. Titles and abstracts of identified papers were examined against inclusion and exclusion criteria.

Results: 

Eight studies met the inclusion and exclusion criteria and we included 2 more papers from a systematic review found in this search. Ten papers are presented in this systematic review, 8 of wich are independent samples (n= 623). From these studies, 7 were home-based interventions, 2 were laboratory-based and 1 was developed with the combination of home-based and multiplayer class.

Conclusion: 

This new generation of computer games appears to arouse great interest in children and young people, so it seems we should consider these AVG as an additional “tool” to promote PA and reduce sedentary behavior.

Keywords: 

Physical Activity, Exergames, Active Video Games, Youth, Randomized Controlled Trials.

 


Autor / Fonte:João Luis Fernandes do Carmo, António Labisa Palmeira. ARCHIVES OF EXERCISE IN HEALTH AND DISEASE, VOL 4, NO 1 (2014)
Link: http://ciafel.fade.up.pt/aehd/index.php/aehd/article/view/151/pdf