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Active video games and health indicators in children and youth: a systematic review

LeBlanc, Allana G., Chaput, Jean-Philippe, McFarlane, Allison, Colley, Rachel C., Thivel, David, Biddle, Stuart J. H., Maddison, Ralph, Leatherdale, Scott T. and Tremblay, Mark S. 2013, Active video games and health indicators in children and youth: a systematic review, PLoS one, vol. 8, no. 6, pp. 1-20, doi: 10.1371/journal.pone.0065351.

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Title Active video games and health indicators in children and youth: a systematic review
Author(s) LeBlanc, Allana G.
Chaput, Jean-Philippe
McFarlane, Allison
Colley, Rachel C.
Thivel, David
Biddle, Stuart J. H.
Maddison, RalphORCID iD for Maddison, Ralph orcid.org/0000-0001-8564-5518
Leatherdale, Scott T.
Tremblay, Mark S.
Journal name PLoS one
Volume number 8
Issue number 6
Start page 1
End page 20
Total pages 20
Publisher Public Library of Science
Place of publication San Francisco, Calif.
Publication date 2013-06
ISSN 1932-6203
Keyword(s) Adolescent
Child
Child, Preschool
Energy Metabolism
Exercise
Health
Health Status Indicators
Humans
Learning
Video Games
Summary BACKGROUND: Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth. The effect of AVGs on acute energy expenditure (EE) has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear.

OBJECTIVE: This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years). DATA SOURCES: Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material.

DATA SELECTION: Included articles were required to have a measure of AVG and at least one relevant health or behaviour indicator: EE (both habitual and acute), adherence and appeal (i.e., participation and enjoyment), opportunity cost (both time and financial considerations, and adverse events), adiposity, cardiometabolic health, energy intake, adaptation (effects of continued play), learning and rehabilitation, and video game evolution (i.e., sustainability of AVG technology).

RESULTS: 51 unique studies, represented in 52 articles were included in the review. Data were available from 1992 participants, aged 3-17 years, from 8 countries, and published from 2006-2012. Overall, AVGs are associated with acute increases in EE, but effects on habitual physical activity are not clear. Further, AVGs show promise when used for learning and rehabilitation within special populations. Evidence related to other indicators was limited and inconclusive.

CONCLUSIONS: Controlled studies show that AVGs acutely increase light- to moderate-intensity physical activity; however, the findings about if or how AVG lead to increases in habitual physical activity or decreases in sedentary behaviour are less clear. Although AVGs may elicit some health benefits in special populations, there is not sufficient evidence to recommend AVGs as a means of increasing daily physical activity.
Language eng
DOI 10.1371/journal.pone.0065351
Field of Research 110699 Human Movement and Sports Science not elsewhere classified
Socio Economic Objective 920499 Public Health (excl. Specific Population Health) not elsewhere classified
HERDC Research category C1.1 Refereed article in a scholarly journal
ERA Research output type C Journal article
Copyright notice ©2013, LeBlanc et al.
Free to Read? Yes
Use Rights Creative Commons Attribution licence
Persistent URL http://hdl.handle.net/10536/DRO/DU:30081645

Document type: Journal Article
Collections: School of Exercise and Nutrition Sciences
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Every reasonable effort has been made to ensure that permission has been obtained for items included in DRO. If you believe that your rights have been infringed by this repository, please contact drosupport@deakin.edu.au.