ArticlePaediatrics & child health2015
Competitive active video games: Physiological and psychological responses in children and adolescents.
Article in Paediatrics & child health, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers, 2 of them syntheses that pooled it.
What it found
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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.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
7 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Health Consequences of Intensive E-Gaming: A Systematic Review.International journal of environmental research and public health · 2023Pooled it
- Effectiveness of Video Games as Physical Treatment in Patients with Cystic Fibrosis: Systematic Review.Sensors (Basel, Switzerland) · 2022Pooled it
- Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications.JMIR serious games · 2024Article
- Active Video Games Performance and Heart Rate on the Wii or Kinect in Children with and without Developmental Coordination Disorder.Children (Basel, Switzerland) · 2022Article
- Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards.Frontiers in psychology · 2021Article
- Social Capital-Accrual, Escape-From-Self, and Time-Displacement Effects of Internet Use During the COVID-19 Stay-at-Home Period: Prospective, Quantitative Survey Study.Journal of medical Internet research · 2020Article
- Physiological demands of a swimming-based video game: Influence of gender, swimming background, and exergame experience.Scientific reports · 2017Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
9 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundRecent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated.
objectiveTo determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players.
methodsSixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition.
resultsKinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (P<0.001). Opponent-based condition revealed lower values for the rate of perceived exertion (P=0.02) and higher affect (P=0.022) when compared with single play.
conclusionCompetitive active video games improved children's psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity.
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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.