Using Active Video Games for Physical Activity Promotion: A Systematic Review of the Current State of Research

被引:209
作者
Peng, Wei [1 ]
Crouse, Julia C. [1 ]
Lin, Jih-Hsuan [2 ]
机构
[1] Michigan State Univ, E Lansing, MI 48824 USA
[2] Natl Chiao Tung Univ, Hsinzhu, Taiwan
关键词
active video games; energy expenditure; exergames; intervention studies; metabolic equivalent; physical activity; systematic review; DANCE DANCE REVOLUTION; ENERGY-EXPENDITURE; METABOLIC-RESPONSES; OVERWEIGHT CHILDREN; YOUNG-ADULTS; SPINAL-CORD; WII FIT; ADOLESCENTS; EXERCISE; COST;
D O I
10.1177/1090198112444956
中图分类号
R1 [预防医学、卫生学];
学科分类号
1004 ; 120402 ;
摘要
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 outcomes or studies that quantified intensity of AVG play were included. Information on sample characteristics, AVGs employed, study design and conditions, outcome measures, results, and conclusions was extracted by two researchers. Intervention studies were ranked on design quality. Thirteen interventions and 28 laboratory studies were identified. All laboratory studies demonstrated that AVGs are capable of providing light-to-moderate intensity physical activity. However, only three interventions supported AVGs as an effective tool to significantly increase physical activity or exercise attendance. As AVGs are becoming more popular, additional research is needed to determine how to capitalize on the potential of AVGs to increase physical activity.
引用
收藏
页码:171 / 192
页数:22
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