Chaput Jean-Philippe, Leblanc Allana G, McFarlane Allison, Colley Rachel C, Thivel David, Biddle Stuart Jh, Maddison Ralph, Leatherdale Scott T, Tremblay Mark S
Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute; ; Department of Pediatrics, University of Ottawa, Ottawa, Ontario;
Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute;
Paediatr Child Health. 2013 Dec;18(10):529-32. doi: 10.1093/pch/18.10.529.
The effect of active video games (AVGs) on acute energy expenditure has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. To address this knowledge gap, Active Healthy Kids Canada (AHKC) convened an international group of researchers to conduct a systematic review to understand whether AVGs should be promoted to increase physical activity and improve health indicators in children and youth (zero to 17 years of age). The present article outlines the process and outcomes of the development of the AHKC's position on active video games for children and youth. In light of the available evidence, AHKC does not recommend AVGs as a strategy to help children be more physically active. However, AVGs may exchange some sedentary time for light- to moderate-intensity physical activity, and there may be specific situations in which AVGs provide benefit (eg, motor skill development in special populations and rehabilitation).
此前已有关于主动式电子游戏(AVG)对急性能量消耗影响的报道;然而,AVG对其他与健康相关的生活方式指标的影响仍不明确。为填补这一知识空白,加拿大健康活跃儿童组织(AHKC)召集了一组国际研究人员进行系统综述,以了解是否应推广AVG来增加儿童和青少年(0至17岁)的身体活动并改善健康指标。本文概述了AHKC针对儿童和青少年主动式电子游戏立场的制定过程和结果。根据现有证据,AHKC不建议将AVG作为帮助儿童增加身体活动的策略。然而,AVG可能会用一些久坐时间换取轻度至中度强度的身体活动,并且在某些特定情况下,AVG可能会带来益处(例如,特殊人群的运动技能发展和康复)。