Evidence map›Paper›PMID 23799008›Full record

SynthesisPloS one2013

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

Allana G LeBlanc, Jean-Philippe Chaput, Allison McFarlane, Rachel C Colley, David Thivel, Stuart J H Biddle, Ralph Maddison, Scott T Leatherdale, Mark S Tremblay

Registry-linked trialOpen access · goldAbstract readSystematic Review
In one paragraph

Synthesis in PloS one, 2013. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04222959 (Girls Invest), which is not on this map. Cited by 97 papers, 13 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
97citing papers in PubMed, 13 pooled it
33.6field-weighted citation impact, top 1% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04222959 nacompletednot on this mapstarted 2021, after this paper: background citation

Girls Invest: A Mobile-Enabled Economic Empowerment Intervention for Girls

TypeinterventionalSponsorSan Diego State UniversityRan2021 to 2023Enrolled240ConditionsBehavioral ChangesArmsGirls Invest Intervention
3 · Its place in the literature

Who cites it

97 citing papers in PubMed, 13 syntheses or guidelines pooled it, 353 citations in OpenAlex.

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  8. Video Games, Obesity, and Children.Current obesity reports · 2020
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  12. Reducing youth screen time: qualitative metasynthesis of findings on barriers and facilitators.Health psychology : official journal of the Division of Health Psychology, American Psychological Association · 2015
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  14. Trial
  15. Active Video Games Improve Muscular Fitness and Motor Skills in Children with Overweight or Obesity.International journal of environmental research and public health · 2022
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37 more citing papers are in PubMed but not listed here.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors at 5 institutions in 3 countries.

Allana G LeBlancHealthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada.
Jean-Philippe Chaput
Allison McFarlane
Rachel C Colley
David Thivel
Stuart J H Biddle
Ralph Maddison
Scott T Leatherdale
Mark S Tremblay
Children's Hospital of Eastern Ontario · CALoughborough University · GBUniversity of Auckland · NZUniversity of Ottawa · CAUniversity of Waterloo · CA

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundActive 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.

objectiveThis 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).

results51 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.

conclusionsControlled 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.

Indexed as

Energy MetabolismHealth Status IndicatorsVideo GamesAdolescentChildChild, PreschoolExerciseHealthHumansLearning

Identifiers

PMID23799008
PMCPMC3683002
OpenAlexW1987971323

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.