Evidence map›Paper›PMID 37191992›Full record

SynthesisJournal of medical Internet research2023

Active Video Game Interventions Targeting Physical Activity Behaviors: Systematic Review and Meta-analysis.

Arlen C Moller, Caio Victor Sousa, Kelly Jihyeon Lee, Dar Alon, Amy Shirong Lu

Abstract readMeta-AnalysisSystematic Review
In one paragraph

Synthesis in Journal of medical Internet research, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 20 papers, 4 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
20citing papers in PubMed, 4 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

20 citing papers in PubMed, 4 syntheses or guidelines 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

5 authors.

Arlen C MollerDepartment of Psychology, Lewis College of Science and Letters, Illinois Institute of Technology, Chicago, IL, United States.ORCID 0000-0003-4464-6973
Caio Victor SousaDepartment of Health and Human Sciences, Seaver College of Science & Engineering, Loyola Marymount University, Los Angeles, CA, United States.ORCID 0000-0002-0499-2372
Kelly Jihyeon LeeCollege of Arts, Media & Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA, United States.ORCID 0000-0002-9449-806X
Dar AlonCollege of Arts, Media & Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA, United States.ORCID 0000-0002-3268-1926
Amy Shirong LuCollege of Arts, Media & Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA, United States.ORCID 0000-0002-8230-9049

Funding

The Narrative Effect of Active Video Games on Long-term Moderate-to-Vigorous Physical ActivityR01DK109316 · NIDDK · NORTHEASTERN UNIVERSITY · PI LU, AMY SHIRONG · 2016 to 2020
$3.2M
NIDDK NIH HHS R01 DK109316
6 · The paper itself

Abstract

backgroundResearch on digital games designed to increase physical activity (PA), also known as exergames or active video games (AVGs), has proliferated over the past 2 decades. As a result, reviews of literature in this field can become outdated, revealing the need for updated high-quality reviews that identify overarching insights. Furthermore, given the significant heterogeneity in AVG research, study inclusion criteria may significantly influence conclusions. To the best of our knowledge, no prior systematic review or meta-analysis has specifically focused on studies of longitudinal AVG interventions targeting increases in PA behaviors.

objectiveThe aim of this study was to obtain insights into when and why longitudinal AVG interventions are more or less successful for sustained increases in PA, especially for public health.

methodsSix databases (PubMed, PsycINFO, SPORTDiscus, MEDLINE, Web of Science, and Google Scholar) were reviewed until December 31, 2020. This protocol was registered in the International Prospective Register of Systematic Reviews (PROSPERO: CRD42020204191). For inclusion, randomized controlled trials had to prominently (>50% of intervention) feature AVG technology, involve repeated AVG exposure, and target changes in PA behavior. Experimental designs had to include ≥2 within- or between-participant conditions with ≥10 participants per condition.

resultsA total of 25 studies published in English between 1996 and 2020 were identified, with 19 studies providing sufficient data for inclusion in the meta-analysis. Our findings indicated that AVG interventions had a moderately positive effect, thereby increasing overall PA (Hedges g=0.525, 95% CI 0.322-0.728). Our analysis showed substantial heterogeneity (I

conclusionsAVGs represent a promising tool for PA promotion among the general population and clinical subpopulations. However, significant variabilities in AVG quality, study design, and impact were also detected. Suggestions for improving AVG interventions and related research will be discussed.

trial registrationPROSPERO CRD42020204191; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=204191.

Indexed as

Motor ActivityVideo GamesExerciseHumansPublic Healthactive video gamedigital gamedigital healthdigital health interventionexergamegames for healthhealth promotionmeta-analysisphysical activitysystematic review

Identifiers

PMID37191992
PMCPMC10230359

What OpenQuestion holds

Textmetadata
LicenceCC BY
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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.