ArticleInternational journal of environmental research and public health2020
Assessment of Active Video Games' Energy Expenditure in Children with Overweight and Obesity and Differences by Gender.
Article in International journal of environmental research and public health, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers, 3 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.
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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.
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Who cites it
18 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Physical activity based interventions for reducing body mass index in children aged 6-12 years: a systematic review.Frontiers in pediatrics · 2025Pooled it
- Effects of Exergaming on executive function and motor ability in children: A systematic review and meta-analysis.PloS one · 2024Pooled it
- The Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents with Healthy Weight: A Systematic Review and Meta-Analysis.International journal of environmental research and public health · 2021Pooled it
- Comparative Effectiveness of Artificial Intelligence-Based Interactive Home Exercise Applications in Adolescents with Obesity.Sensors (Basel, Switzerland) · 2022Trial
- Active Video Games Improve Muscular Fitness and Motor Skills in Children with Overweight or Obesity.International journal of environmental research and public health · 2022Trial
- Testing Multiple Delivery Methods of the Virtual Exercise Games for Youth with T1D Peer Intervention: Protocol Development and Feasibility.Hormone research in paediatrics · 2026Article
- Pre-post changes in physiological, cognitive, and motivational outcomes following an active video game intervention in adolescents and adults: a pilot study.Frontiers in public health · 2026Article
- Health Benefits of Video Games in Adolescents and Young Adults.Current pediatrics reports · 2026Review
- Review
- An 8-week exergame-based exercise training program improves cardiovascular endurance, muscular strength and endurance performances among primary school children in Taiwan.Frontiers in pediatrics · 2025Article
- Factors That Influence Young Adults' Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study.Journal of medical Internet research · 2024Article
- Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study.JMIR serious games · 2024Article
- Nintendo Switch Joy-Cons' Infrared Motion Camera Sensor for Training Manual Dexterity in People with Multiple Sclerosis: A Randomized Controlled Trial.Journal of clinical medicine · 2022Article
- Effect of an Active Video Game Intervention Combined With Multicomponent Exercise for Cardiorespiratory Fitness in Children With Overweight and Obesity: Randomized Controlled Trial.JMIR serious games · 2022Article
- Using exergame-based exercise to prevent and postpone the loss of muscle mass, muscle strength, cognition, and functional performance among elders in rural long-term care facilities: A protocol for a randomized controlled trial.Frontiers in medicine · 2022Article
- The influence of active video game play upon physical activity and screen-based activities in sedentary children.PloS one · 2022Article
- Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents With Overweight or Obesity: Systematic Review and Meta-Analysis.JMIR serious games · 2021Review
- 25-Hydroxyvitamin D and Cardiorespiratory Fitness in Prepubertal Overweight and Obese Children.Nutrients · 2021Article
Corrections and comments
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Authors and funding
9 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO
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