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青少年和青年人群中的外游戏:叙事性概述。

Exergaming in Youth and Young Adults: A Narrative Overview.

机构信息

INDI department, Concordia University, Montreal, Canada.

Department of Social and Preventive Medicine, Centre de Recherche du Centre Hospitalier de l'Université de Montreal (CRCHUM), Montreal, Canada.

出版信息

Games Health J. 2020 Oct;9(5):314-338. doi: 10.1089/g4h.2019.0008. Epub 2020 Feb 4.

DOI:10.1089/g4h.2019.0008
PMID:32017864
Abstract

Because of rapid evolution in exergaming technology and content, the literature on the benefits of exergaming needs ongoing review. Updated syntheses incorporating high-quality critical assessments of included articles can provide cutting-edge evidence to drive research and practice. The objectives were to summarize evidence from systematic reviews and meta-analyses on the association between exergaming and (1) physical activity (PA), sedentary behavior and energy expenditure (EE); and (2) body composition, body mass index (BMI), and other weight-related outcomes among persons younger than 30 years; and to summarize recommendations in the articles retained. The Elton B. Stephens Co. (ESBSCO) database for reviews was searched from January 1995 to July 2019. Data on study characteristics, findings, and recommendations for future research, game design, and intervention development were extracted from articles that met the inclusion criteria, quality scores were attributed to each article, and a narrative overview of the evidence was undertaken. Twenty-eight reviews, with 5-100 articles per review, were identified. Seventeen assessed the evidence on the association between exergaming and PA, EE, and/or sedentary behavior, and 11 examined the association with body composition, BMI, or other weight-related outcomes. There was substantial heterogeneity across reviews in objectives, definitions, and methods. A positive relationship between exergaming and EE is well documented, but whether exergaming increases PA or changes body composition is not established. The reviews retained also provide evidence that exergaming is a healthier alternative to sedentary behavior and that it can be an exciting enjoyable pastime for youth, which adds variety in PA options for health and dietary interventions. Exergaming is likely more physically health promoting than traditional videogames because of higher EE and possibly improved physical fitness and body composition. Longitudinal studies are needed to assess if exergaming reduces sedentary time, has other health benefits, or is a sustainable behavior. We recommend that exergaming interventions be designed using behavior change theory, and that future reviews use standard review criteria and include recommendations for research, game design, and intervention development.

摘要

由于健身游戏技术和内容的快速发展,健身游戏的相关文献需要不断审查。纳入高质量的文章进行批判性评估的更新综合分析可以提供最新的证据,以推动研究和实践。本研究的目的是总结系统评价和荟萃分析的证据,以评估健身游戏与以下方面之间的关联:(1)年轻人的体力活动(PA)、久坐行为和能量消耗(EE);(2)身体成分、体重指数(BMI)和其他与体重相关的结果。并总结纳入文章的建议。从 1995 年 1 月至 2019 年 7 月,在 Elton B. Stephens Co.(ESBSCO)数据库中对综述进行了检索。从符合纳入标准的文章中提取研究特征、发现和对未来研究、游戏设计和干预措施发展的建议,并为每篇文章分配质量评分,然后对证据进行叙述性综述。共确定了 28 篇综述,每篇综述包含 5-100 篇文章。其中 17 篇评估了健身游戏与 PA、EE 和/或久坐行为之间关联的证据,11 篇研究了与身体成分、BMI 或其他体重相关结果之间的关联。这些综述在目标、定义和方法上存在很大的异质性。有大量证据表明,健身游戏与 EE 之间存在正相关,但健身游戏是否能增加 PA 或改变身体成分尚不确定。保留的综述还提供了证据表明,健身游戏是久坐行为的更健康替代方式,而且它可以成为年轻人的一种令人兴奋和愉快的消遣方式,为健康和饮食干预提供了更多的 PA 选择。由于 EE 较高,健身游戏可能比传统视频游戏更有利于身体健康,并且可能改善身体健康和身体成分。需要进行纵向研究来评估健身游戏是否能减少久坐时间、带来其他健康益处或是否是一种可持续的行为。我们建议,健身游戏干预措施应使用行为改变理论进行设计,并且未来的综述应使用标准的综述标准,并包括对研究、游戏设计和干预措施发展的建议。

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