França Cíntia, Ashraf Sadaf, Santos Francisco, Dionísio Mara, Ihle Andreas, Marques Adilson, de Maio Nascimento Marcelo, Gouveia Élvio Rúbio
Department of Physical Education and Sport, University of Madeira, 9020-105 Funchal, Portugal.
LARSYS, Interactive Technologies Institute, 9020-105 Funchal, Portugal.
Sports (Basel). 2024 Jan 25;12(2):39. doi: 10.3390/sports12020039.
Sedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games. We performed a systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines in PubMed, Web of Science, Cochrane, and Scopus to provide a comprehensive view of the literature on energy expenditure levels among adolescents while playing active video games. Among the 574 manuscripts identified at the first screening stage, 23 were retained for analysis. Ten studies were characterized by longitudinal and thirteen by cross-sectional designs. The results showed that short-term active video games elicited energy expenditure values comparable to moderate-intensity physical activity (3-6 METs). However, in intervention programs (with at least six weeks) the results indicate no significant effects of active video games on youngsters' energy expenditure levels and physical activity profiles between baseline and follow-up assessments. Overall, active video games based on sports and dance were the most used, and boys tended to achieve higher energy expenditure than girls. The diversity of methods implemented limits comparing results and drawing generalized conclusions. However, considering its attractiveness to youth, active video games might emerge as a complementary tool to traditional physical activities promoted in schools and local communities. Details regarding gender differences and contradictory results of longitudinal approaches should be considered in future research based on standardized methods.
久坐行为和能量消耗不足是全球青少年面临的严重公共卫生问题。技术的指数级增长为促进身体活动提供了宝贵机遇,特别是通过主动式电子游戏。我们按照系统评价和Meta分析的首选报告项目指南,在PubMed、科学网、Cochrane和Scopus数据库中进行了系统评价,以全面了解青少年玩主动式电子游戏时的能量消耗水平相关文献。在首轮筛选阶段确定的574篇手稿中,23篇被保留用于分析。其中10项研究采用纵向设计,13项采用横断面设计。结果显示,短期主动式电子游戏引发的能量消耗值与中等强度身体活动(3 - 6梅脱)相当。然而,在干预项目(至少六周)中,结果表明主动式电子游戏在基线评估和随访评估之间对青少年的能量消耗水平和身体活动状况没有显著影响。总体而言,基于运动和舞蹈的主动式电子游戏使用最为广泛,男孩的能量消耗往往高于女孩。所采用方法的多样性限制了结果的比较和得出一般性结论。然而,考虑到其对青少年的吸引力,主动式电子游戏可能会成为学校和当地社区推广的传统体育活动的补充工具。在未来基于标准化方法的研究中,应考虑性别差异和纵向研究方法的矛盾结果等细节。