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利用积极的视频游戏促进身体活动:当前研究状况的系统综述。

Using active video games for physical activity promotion: a systematic review of the current state of research.

机构信息

Michigan State University, East Lansing, MI 48824, USA.

出版信息

Health Educ Behav. 2013 Apr;40(2):171-92. doi: 10.1177/1090198112444956. Epub 2012 Jul 6.

DOI:10.1177/1090198112444956
PMID:22773597
Abstract

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.

摘要

本系统评价评估了使用主动视频游戏(AVG)来增加身体活动的干预措施,并总结了定量测量儿童和成人玩 AVG 强度的实验室研究。通过 Cochrane 图书馆、PsychInfo、PubMed、SPORTDiscus 和 Web of Science 等数据库以及向前引用和参考文献搜索,检索截至 2011 年 3 月的英文同行评审期刊文章。纳入使用现成的 AVG 来增加身体活动并具有定量结果的研究,或定量测量 AVG 游戏强度的研究。两名研究人员提取了样本特征、使用的 AVG、研究设计和条件、结果测量、结果和结论的信息。干预研究根据设计质量进行了排名。确定了 13 项干预措施和 28 项实验室研究。所有实验室研究都表明,AVG 能够提供轻度至中度强度的身体活动。然而,只有三项干预措施支持 AVG 作为有效工具,可以显著增加身体活动或运动参与度。随着 AVG 的日益普及,需要开展更多的研究来确定如何利用 AVG 的潜力来增加身体活动。

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