TY - GEN
T1 - Active video games and physical activity in overweight children and adolescents
T2 - 2013 IEEE 2nd International Conference on Serious Games and Applications for Health, SeGAH 2013
AU - Do Carmo, Joao
AU - Goncalves, Ricardo
AU - Batalau, Rui
AU - Palmeira, Antonio L.
PY - 2013
Y1 - 2013
N2 - Introduction: A new generation of videogames, also called Active Video Games (AVG), may contribute to increase youth Physical Activity (PA) levels. This systematic review aims to provide a synthesis of the current knowledge regarding physical activity promotion in overweight children and adolescents through AVG play. Methods: We conducted a search strategy in PubMed on 25 th January 2012, using the following key-words based on PICO (Population, Intervention, Control and Outcome) model: Child*, Adolescen*, Teenager, Youth, Obes*, Overweight, Active Video Games, Exergam*, Video gam*, Exertainment, New generation computer game, Physical Activity, Fitness, Exercise, Motor activit*, Energy expenditure. The search was limited to English-language papers in peer-reviewed journals, published between 1st January 2008 and 31st December 2011. Results: We found 124 articles in which eight were extracted, based on inclusion and exclusion criteria (two experimental trials and six observational studies). Conclusion: AVG use increases PA from light to moderate intensity. Nevertheless, most of these studies where developed in laboratorial context. In overweight children and adolescent the use of home-based AVG may be an opportunity to increase PA, developing motor skills and overcoming physical inactivity barriers.
AB - Introduction: A new generation of videogames, also called Active Video Games (AVG), may contribute to increase youth Physical Activity (PA) levels. This systematic review aims to provide a synthesis of the current knowledge regarding physical activity promotion in overweight children and adolescents through AVG play. Methods: We conducted a search strategy in PubMed on 25 th January 2012, using the following key-words based on PICO (Population, Intervention, Control and Outcome) model: Child*, Adolescen*, Teenager, Youth, Obes*, Overweight, Active Video Games, Exergam*, Video gam*, Exertainment, New generation computer game, Physical Activity, Fitness, Exercise, Motor activit*, Energy expenditure. The search was limited to English-language papers in peer-reviewed journals, published between 1st January 2008 and 31st December 2011. Results: We found 124 articles in which eight were extracted, based on inclusion and exclusion criteria (two experimental trials and six observational studies). Conclusion: AVG use increases PA from light to moderate intensity. Nevertheless, most of these studies where developed in laboratorial context. In overweight children and adolescent the use of home-based AVG may be an opportunity to increase PA, developing motor skills and overcoming physical inactivity barriers.
KW - Active Video Games
KW - Adolescent
KW - Children
KW - Overweight
KW - Physical Activity
KW - Systematic Review
UR - http://www.scopus.com/inward/record.url?scp=84893432097&partnerID=8YFLogxK
U2 - 10.1109/SeGAH.2013.6665323
DO - 10.1109/SeGAH.2013.6665323
M3 - Conference contribution
AN - SCOPUS:84893432097
SN - 9781467361651
T3 - SeGAH 2013 - IEEE 2nd International Conference on Serious Games and Applications for Health, Book of Proceedings
BT - SeGAH 2013 - IEEE 2nd International Conference on Serious Games and Applications for Health, Book of Proceedings
PB - IEEE Computer Society
Y2 - 2 May 2013 through 3 May 2013
ER -