Evidence map›Paper›PMID 26526217›Full record

ArticlePaediatrics & child health2015

Competitive active video games: Physiological and psychological responses in children and adolescents.

Juan F Lisón, Ausias Cebolla, Jaime Guixeres, Julio Álvarez-Pitti, Patricia Escobar, Alejandro Bruñó, Empar Lurbe, Mariano Alcañiz, Rosa Baños

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed, 2 pooled it
–field-weighted citation impact
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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

7 citing papers in PubMed, 2 syntheses or guidelines pooled it.

  1. Health Consequences of Intensive E-Gaming: A Systematic Review.International journal of environmental research and public health · 2023
    Pooled it
  2. Pooled it
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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.

Juan F LisónFaculty of Health Sciences, University CEU-Cardenal Herrera, Valencia;
Ausias CebollaDepartment of basic and clinical psychology and psychobiology, Universitat Jaume I, Castelló ; CIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III;
Jaime GuixeresCIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; ; I3BH Innovation & Research Institute on Bioengineering for Humans-Universidad Politécnica de Valencia;
Julio Álvarez-PittiCIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; ; Obesity and Cardiovascular Risk Unit, Pediatric Department, Consorcio Hospital General Universitario, University of Valencia;
Patricia EscobarDepartment of Personality, Evaluation and Psychological Treatment, University of Valencia, Spain.
Alejandro BruñóFaculty of Health Sciences, University CEU-Cardenal Herrera, Valencia;
Empar LurbeCIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; ; Obesity and Cardiovascular Risk Unit, Pediatric Department, Consorcio Hospital General Universitario, University of Valencia;
Mariano AlcañizCIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; ; I3BH Innovation & Research Institute on Bioengineering for Humans-Universidad Politécnica de Valencia;
Rosa BañosCIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; ; Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Spain.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

ChildrenPhysical activitySedentarismSport psychologyVideo games

Identifiers

PMID26526217
PMCPMC4614090

What OpenQuestion holds

Textmetadata
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Registered trials

None linked

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.