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积极的视频游戏与儿童和青少年健康指标:系统综述。

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

机构信息

Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada.

出版信息

PLoS One. 2013 Jun 14;8(6):e65351. doi: 10.1371/journal.pone.0065351. Print 2013.

Abstract

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.

摘要

背景

作为增加儿童和青少年身体活动的一种方式,积极视频游戏(AVG)已引起关注。以前已经报道了 AVG 对急性能量消耗(EE)的影响;然而,AVG 对其他与健康相关的生活方式指标的影响尚不清楚。

目的

本系统评价旨在解释 AVG 与儿科人群(0-17 岁)的九个健康和行为指标之间的关系。

数据来源

在线数据库(MEDLINE、EMBASE、psycINFO、SPORTDiscus 和 Cochrane 中央数据库)和个人图书馆,并咨询了内容专家以获取其他材料。

数据选择

纳入的文章必须有 AVG 的测量值和至少一个相关的健康或行为指标:EE(习惯性和急性)、坚持性和吸引力(即参与和享受)、机会成本(时间和财务考虑以及不良事件)、肥胖、心血管代谢健康、能量摄入、适应(持续游戏的影响)、学习和康复以及视频游戏演变(即 AVG 技术的可持续性)。

结果

本综述纳入了 51 项独特的研究,共 52 篇文章。数据来自 8 个国家的 1992 名参与者,年龄 3-17 岁,发表时间为 2006-2012 年。总体而言,AVG 与急性 EE 增加有关,但对习惯性身体活动的影响尚不清楚。此外,AVG 在特殊人群的学习和康复中具有应用前景。其他指标的证据有限且不确定。

结论

对照研究表明,AVG 可急性增加轻至中等强度的身体活动;然而,关于 AVG 是否或如何导致习惯性身体活动增加或久坐行为减少的发现尚不清楚。尽管 AVG 可能在特殊人群中产生一些健康益处,但没有足够的证据推荐 AVG 作为增加日常身体活动的一种手段。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/568a/3683002/3aae18acff1f/pone.0065351.g001.jpg

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