Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Search Strategy
2.2. Inclusion Criteria
2.3. Exclusion Criteria
2.4. Screening Strategy and Study Selection
2.5. Data Extraction and Harmonization
2.6. Study Risk of Bias
3. Results
3.1. Study Selection
3.2. Risk of Bias Assessment
3.3. Intervention Characteristics
3.4. Energy Expenditure during AVGs
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Study | Purpose | Sample | Instruments Used to Assess EE | Active Video Games | Main Findings |
---|---|---|---|---|---|
Mhurchu et al. (2008) [31] | To evaluate the effect of AVGs on children’s PA levels. | 20 children (12 boys) aged 12.0 ± 1.5 years IG: n = 10 CG: n = 10 | Accelerometer (ActiGraph Model AM7164-2.2C) | IG: children had access to an AVGs package (EyeToy sports active games, and dance mats) for PlayStation 2; children were incentivized to substitute their usual non-AVGs play with AVGs play for 12 weeks. CG: children engaged in their daily routines. | The IG spent significantly less time playing inactive games compared to the CG; at weeks 6 and 12, CPM was higher in the IG than in the CG (+194 CPM and +48 CPM, respectively); no significant differences in MPA were seen between groups; boys were significantly more active than girls. |
Baranowski et al. (2011) [26] | To examine whether children receiving AVGs spontaneously engage in more PA than those receiving an inactive video game. | 78 children (42 boys) aged between 9 and 12 years IG: n = 41 CG: n = 37 | Accelerometer (ActiGraph GT3X, Pensacola, FL, USA) | IG: accessed Active Life-Extreme Challenge, EA Sports Active, DDR, Wii Fit Plus, and Wii sports for Nintendo Wii console for 12 weeks. CG: had access to 5 inactive games that were popular at the time of the study. | Children with access to AVGs were not more active over 12 weeks than those with access to an inactive video game (LPA: 400.9 ± 80.7 min/day and 412.5 ± 73.1 min/day, respectively). |
Maloney et al. (2012) [24] | To determine if DDR would boost PA among children. | 64 overweight (30 boys) children aged between 9 and 17 years IG: n = 33 (20 boys) CG: n = 31 (10 boys) | Accelerometer (ActiGraph GT1M and GT3X, Pensacola, FL, USA) | IG: had access to DDR for PlayStation 2 for 12 weeks. CG: instructed to maintain their routine. | No significant differences in LPA over time in either group; decline of MVPA over time in both groups, although not significantly; decline in VPA in both groups over time, but the trend was for the IG to decline less. |
Azevedo et al. (2014) [27] | To examine the effect of providing a dance mats system in public secondary schools on PA levels. | 497 children (188 boys) aged between 11 and 13 years IG: n = 280 (111 boys) CG: n = 217 (78 boys) | Accelerometer (ActiGraph GT3X, Pensacola, FL, USA) | IG: had free access to the dance mats systems for 12 months. CG: engage in their usual daily activities without access to the dance mats. | MVPA was not significantly different between groups (IG = 55.9 ± 24.9 min/day and CG = 57.8 ± 22.2 min/day); significant decrease in LPA and an increase in sedentary time in IG compared to CG. |
Trost et al. (2014) [25] | To assess the effects of AVGs on PA and weight loss in children included in a weight management program. | 75 overweight or obese children (34 boys) aged between 8 and 12 years P + AG (Program + Active Gaming Intervention): n = 34 (15 boys) PO (Program Only): n = 41 (19 boys) | Accelerometer (ActiGraph GT3X and GT3X+, Pensacola, FL, USA) | P + AG: family-based treatment of childhood obesity plus a game console and motion capture device (Xbox and Kinect) with access to Kinect Adventures and Kinect Sports for 16 weeks (1 session per week of 60 min) PO: family-based treatment of childhood obesity for 16 weeks (1 session per week of 60 min). | Significant increases in MPA were observed in the P + AG group at weeks 8 and 16 (+6 min/day); in the PO group, MVPA levels declined at weeks 8 and 16; the P + AG group exhibited a significant increase in VPA at week 16, while VPA levels remained relatively unchanged at week 8 and then declined at week 16 among the PO group. |
Chen et al. (2017) [28] | To explore the effects of AVGs feedback and playing experience on individuals’ MVPA and perceived enjoyment. | 36 children (15 boys) aged 10.2 ± 0.4 years | Accelerometer (ActiGraph GT3X+, Pensacola, FL, USA) | Participants played AVGs (Zumba Kids and Just Dance Kids for Xbox 360) during the regular PE class time for approximately 40 min. This procedure occurred 3 times per week for 6 weeks. | Zumba Kids (24.0 + 12.3) generated a significant greater MVPA % than Just Dance Kids (18.2 + 9.9); for Zumba Kids, higher MVPA % was observed at the last two sessions (25.3 + 13.9) compared to the first two sessions (24.5 + 16.5); for Just Dance Kids, significant lower MVPA % was seen in the last two sessions (19.3 + 13.1) compared to the first two sessions (22.1 + 14.7). |
Gao et al. (2019) [32] | To examine the effects of AVGs on children’s school-day EE and PA-related self-efficacy and social support. | 81 children (42 boys) aged between 9 and 10 years IG: n = 36 (20 boys) CG: n = 45 (22 boys) | Accelerometer (ActiGraph GT3X+, Pensacola, FL, USA) | IG: 1 weekly 50 min AVG (Just Dance, Wii Fit, Gold’s Gym Cardio Workout, and Kinect Sports for Xbox or Nintendo Wii) intervention beyond PE classes for 9 months. CG: children did not engage in any AVGs play or other structured school-based PA programs beyond PE. | The IG had increased METs/day (+0.10 METs), whereas the CG showed decreased METs/day over time. |
Ye et al. (2019) [29] | To assess the effects of a school-based exergaming intervention on children’s objectively measured PA and CRF. | 81 children (42 boys) aged between 9 and 10 years IG: n = 36 (20 boys) CG: n = 45 (22 boys) | Accelerometer (ActiGraph GT3X+, Pensacola, FL, USA) | IG: 1 weekly 50 min AVG (Just Dance, Wii Fit, Gold’s Gym Cardio Workout, and Kinect Sports for Xbox or Nintendo Wii) intervention beyond PE classes for 8 months. CG: children did not engage in any AVGs play nor any other structured school-based PA programs beyond PE. | The IG increased MVPA over time (+12.7 min), while the CG experienced a slight improvement (+2.3 min); CG showed an increased LPA over time (+15.3 min), while the IG presented a slight decrease (5.1 min); both groups decreased SB during the intervention. |
Liang et al. (2020) [30] | To explore the potential of a school-based AVGs intervention on SB, PA, body composition, and psychosocial factors among children. | 87 children (54 boys) aged between 9 and 12 years IG: n = 30 (24 boys) CG: n = 57 (30 boys) | Accelerometer (ActiGraph GT3X and GT3X+, Pensacola, FL, USA) | IG: attended two after-school AVGs (Kinect Adventures and Kinect Sports for Xbox) classes per week for 8 weeks; each session had a 60 min duration. CG: children who were not participating in exercise-based extracurricular activities during the intervention period. | During after-school time, a significant difference was observed between groups in SB (-23.5 min), LPA (+25.0 min) and CPM (+109.4), favoring the IG; although increased MVPA was observed in the IG at week 8, the comparison between groups was not substantial. |
Comeras-Chueca et al. (2022) [10] | To examine the influence of an AVGs intervention combined with multicomponent exercise on muscular fitness, PA, and motor skills. | 29 (16 boys) overweight or obese children aged between 9 and 12 years IG: n = 21 CG: n = 8 | Accelerometer (GENEActiv, ActivInsights Ltd., Kimbolton, Cambridgeshire, UK) | IG: 3 sessions per week (60 min each) of AVGs together with multicomponent exercises performed between the AVGs, for 5 months. AVGs included Kinect Adventures, Kinect Sports, Wii Sports, Just Dance, Mario and Sonic at the Olympic Games, DDR, and the BKOOL interactive cycling simulator connected to a tablet. CG: children who were not included in the intervention. | The IG showed a significant reduction of SB, whereas no changes were observed in the CG; LPA significantly increased in the IG (+12.8 min/day); no significant differences were seen in MVPA in both groups. |
Study | Purpose | Sample (Age Presented by M ± SD) | Instruments Used to Assess EE | Active Video Games | Main Findings |
---|---|---|---|---|---|
Maddison et al. (2007) [33] | To quantify the EE and PA while playing AVGs and nonactive video games | 21 children (10 boys) aged 12.4 ± 1.1 years | HR (Polar Accurex, Kempele Finland); Accelerometer (Actigraph Model AM7164-2.2C); Indirect calorimetry (MetaMax3B, Cortex, Biophysik, Leipzig, Germany) | EyeToy Knockout, Homerun, Groove, AntiGrav, and Dance UK (PlayStation 2) for 1 session of 50 min. | Significant increase in EE, HR, and PA count while playing AVGs compared with rest and nonactive gaming; no significant differences based on sex. |
Graves et al. (2008) [40] | To examine the contribution of upper limb and total body movement to adolescents’ EE whilst playing AVGs. | 13 children (7 boys) aged 15.1 ± 1.4 years | Accelerometer (ActiGraph GT1M, Pensacola, FL, USA); Indirect calorimetry (MetaMax3B, Cortex, Biophysik, Leipzig, Germany) | Bowling, tennis, and boxing (Wii Sports) for 1 session of 60 min. | EE and HR were significantly greater in AVGs compared to sedentary gaming; boxing AVGs showed enhanced EE and HR; girls’ HR was significantly greater than boys during AVGs. |
Graf et al. (2009) [34] | To compare EE rates in children playing AVGs and treadmill walking. | 23 children (14 boys) aged 11.9 ± 1.2 years | Indirect calorimetry (Ultima CardiO2, Medgraphics, St. Paul, MN, USA); HR (Polar, PolarElectro, Helsinki, Finland); Accelerometer (StepWatch 3, OrthoCare Innovations, Mountlake, Terrace, WA, USA) | DDR, bowling, and boxing (Nintendo Wii) for 2 sessions of 30 min each. | EE and HR during AVGs were comparable to moderate-intensity walking (4.2–5.7 km/h); boys EE values were superior to girls while playing DDR and bowling. |
Graves et al. (2010) [41] | To evaluate the physiological cost (HR and EE) and enjoyment while playing AVGs compared to nonactive gaming. | 14 adolescents (10 boys) aged 15.8 years | Indirect calorimetry (MetaMax3B, Biophysik, Leipzig, Germany) | Yoga, muscle conditioning, balance, and aerobics Wii Fit (Nintendo Wii) for 1 session of 30 min. | EE and HR in AVGs were greater than nonactive gaming; Wii aerobics elicited moderate intensity activity in adolescents; Wii Fit was described as an enjoyable game. |
Smallwood et al. (2012) [42] | To evaluate the physiologic responses and EE of AVGs. | 18 children (10 boys) aged 13.4 ± 1.2 years | Indirect calorimetry (Cosmed K4b2) | Dance Central and Kinect Sports Boxing (Kinect Xbox 360) for 1 session of 30 min. | Significantly higher HR and EE during AVGs compared to nonactive video games; EE was higher for boys during Sports Boxing. |
O’Donovan et al. (2013) [35] | To measure the energy cost of playing AVGs in OWC and NWC. | 60 children OWC: 30 children aged 12.0 ± 3.0 years NWC: 30 children aged 12.0 ± 3.0 years | Indirect calorimetry (Oxycon Mobile, Viasys Healthcare Hoechberg, Germany); HR (Polar) | Both groups played Boxing and Free Jogging (Nintendo Wii) for 1 session of 30 min. | While playing Wii Fit Free Jogging, the OWC showed significantly less EE than their healthy peers; playing boxing was a light intensity activity for both groups, while jogging was a moderate intensity activity. |
Rosenberg et al. (2013) [36] | To measure EE during AVGs bouts. | 47 children (28 boys) aged between 10 and 15 years. | HR and EE (Actiheart monitor) | Kinect Adventures, Kinect Sports, Motion Sports Adrenaline, Sonic Free Riders, Just Dance 3 and Virtua Tennis 4 (Xbox 360) for 4 sessions of 45 min each. | EE between AVGs was similar; boys EE was higher than girls within each AVG and across the four gaming sessions. |
Verhoeven et al. (2015) [38] | To examine whether children’s EE and game enjoyment are higher when AVGs are played in a two-player mode than in a single-player mode. | 43 children (21 boys) aged 13.0 ± 0.88 years | Activity sensor (SenseWear 3 Pro armband, Bodymedia Inc., Pittsburgh, PA, USA) | Boxing, bowling, tennis, baseball, golf, and dancing games (Xbox 360) for 4 sessions of 60 min. The games were played in single player and two-player mode. | EE was higher in two-player mode when compared to single-player; no sex differences were found; boxing game showed the highest EE; no differences in game enjoyment occurred between playing modes. |
Gribbon et al. (2015) [37] | To examine the acute effects of AVGs on energy intake and EE. | 26 boys aged 14.5 ± 1.4 years | Indirect calorimetry (Cosmed K4b2); accelerometry (Actical, Philips Respironics) | Comparison of three experimental conditions: resting in a seated position, seated video game play (Xbox 360), and AVG (Kinect Adventures on Xbox 360) for 1 session of 60 min. | EE was significantly higher during AVGs conditions than in the resting and seated video games conditions. |
Lau et al. (2015) [43] | To examine whether AVGs could help children reach the PA recommendations and CRF regarding exercise intensity. | 21 children (17 boys) OWC: 8 children aged 10.4 ± 1.0 years NWC: 13 children aged 10.5 ± 0.8 years | Indirect calorimetry (MetaMax3B, Cortex Biophysik, Leipzig, Germany); HR (Polar, Lake Success, NY, USA); RPE. | Both groups played I-Dong running, Obstacle Course, I-Dong, Table Tennis, I-Dong Dancing, and Rhythm Kung-Fu (Nintendo Wii and PlayStation 3) for 2 sessions of 30 min each. | No significant differences between groups in absolute EE, VO2, HR, and METs during AVGs; AVGs can be used to reach the recommended intensity for developing and maintaining CRF. |
Chaput et al. (2016) [39] | To examine EE among NWC and OWC while playing AVGs. | 31 boys OWC: 19 boys aged 14.5 ± 0.8 years NWC: 12 boys aged 13.5 ± 1.7 years | Indirect calorimeter (Cosmed K4b2) | Both groups played Kinect Sport Boxing (Xbox 360) for 1 session of 60 min. | Significantly higher EE was recorded in the OWC but not when corrected for body composition; maximal HR during AVGs was significantly higher in lean adolescents; time spent between 3 and 6 METs was not different between groups. |
McNarry et al. (2016) [44] | To investigate the relative intensity of AVGs in children. | 34 children (20 boys) aged 10.8 ± 1.0 years | Indirect calorimetry (MetaMax3B, Cortex, Biophysik, Leipzig, Germany); HR (Polar, Kempele, Finland). | River Rush and Reflex Ridge (Xbox 360) for 1 session of 30 min. | AVGs elicited moderate intensity PA (3.0 METs); over a third of participants achieved vigorous intensity PA (6.0 METs); boys attained higher EE than girls. |
Barkman et al. (2016) [45] | To compare the EE while playing single- vs. multiplayer mode of AVGs. | 40 adolescents (26 boys) aged 11.0 ± 0.9 years | Indirect calorimetry (Oxycon Mobile, Cardinal Health, Yorba, Linda, CA, USA). | Kinect Adventures Reflex Ridge, Just Dance 3, Wipeout, and Kinect Sports Boxing (Xbox 360) for 1 session (60 min). | Higher EE was attained during multiplayer mode than single-player mode. |
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França, C.; Ashraf, S.; Santos, F.; Dionísio, M.; Ihle, A.; Marques, A.; de Maio Nascimento, M.; Gouveia, É.R. Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review. Sports 2024, 12, 39. https://doi.org/10.3390/sports12020039
França C, Ashraf S, Santos F, Dionísio M, Ihle A, Marques A, de Maio Nascimento M, Gouveia ÉR. Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review. Sports. 2024; 12(2):39. https://doi.org/10.3390/sports12020039
Chicago/Turabian StyleFrança, Cíntia, Sadaf Ashraf, Francisco Santos, Mara Dionísio, Andreas Ihle, Adilson Marques, Marcelo de Maio Nascimento, and Élvio Rúbio Gouveia. 2024. "Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review" Sports 12, no. 2: 39. https://doi.org/10.3390/sports12020039
APA StyleFrança, C., Ashraf, S., Santos, F., Dionísio, M., Ihle, A., Marques, A., de Maio Nascimento, M., & Gouveia, É. R. (2024). Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review. Sports, 12(2), 39. https://doi.org/10.3390/sports12020039