Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review

被引:0
|
作者
Franca, Cintia [1 ,2 ,3 ]
Ashraf, Sadaf [1 ]
Santos, Francisco [1 ,4 ]
Dionisio, Mara [2 ,5 ]
Ihle, Andreas [6 ,7 ,8 ]
Marques, Adilson [8 ,9 ,10 ]
de Maio Nascimento, Marcelo [8 ,11 ]
Gouveia, elvio Rubio [1 ,2 ,8 ]
机构
[1] Univ Madeira, Dept Phys Educ & Sport, P-9020105 Funchal, Portugal
[2] Interact Technol Inst, LARSYS, P-9020105 Funchal, Portugal
[3] Res Ctr Sport Sci Hlth Sci & Human Dev CIDESD, P-5000801 Vila Real, Portugal
[4] Univ Coimbra, Fac Sport Sci & Phys Educ, CIDAF, P-3040248 Coimbra, Portugal
[5] Univ Madeira, Fac Exact Sci & Engn, P-9020105 Funchal, Portugal
[6] Univ Geneva, Dept Psychol, CH-1227 Carouge, Switzerland
[7] Univ Geneva, Ctr Interdisciplinary Study Gerontol & Vulnerabil, CH-1227 Carouge, Switzerland
[8] Swiss Ctr Expertise Life Course Res LIVES, CH-1227 Carouge, Switzerland
[9] Univ Lisbon, Fac Human Kinet, CIPER, P-1499002 Lisbon, Portugal
[10] Univ Lisbon, Environm Hlth Inst ISAMB, Fac Med, P-1649020 Lisbon, Portugal
[11] Fed Univ Vale Sao Francisco, Dept Phys Educ, BR-56304917 Petrolina, Brazil
关键词
exergames; physical activity; heart rate; accelerometry; children; adolescent; PHYSICAL-ACTIVITY; CHILDHOOD OBESITY; WII FIT; EXERGAMES; ADOLESCENTS; BALANCE; INTENSITY; RESPONSES; CHILDREN; EXERCISE;
D O I
10.3390/sports12020039
中图分类号
G8 [体育];
学科分类号
04 ; 0403 ;
摘要
Sedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games. We performed a systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines in PubMed, Web of Science, Cochrane, and Scopus to provide a comprehensive view of the literature on energy expenditure levels among adolescents while playing active video games. Among the 574 manuscripts identified at the first screening stage, 23 were retained for analysis. Ten studies were characterized by longitudinal and thirteen by cross-sectional designs. The results showed that short-term active video games elicited energy expenditure values comparable to moderate-intensity physical activity (3-6 METs). However, in intervention programs (with at least six weeks) the results indicate no significant effects of active video games on youngsters' energy expenditure levels and physical activity profiles between baseline and follow-up assessments. Overall, active video games based on sports and dance were the most used, and boys tended to achieve higher energy expenditure than girls. The diversity of methods implemented limits comparing results and drawing generalized conclusions. However, considering its attractiveness to youth, active video games might emerge as a complementary tool to traditional physical activities promoted in schools and local communities. Details regarding gender differences and contradictory results of longitudinal approaches should be considered in future research based on standardized methods.
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页数:16
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