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

Author:

Comeras-Chueca Cristina,Marin-Puyalto Jorge,Matute-Llorente AngelORCID,Vicente-Rodriguez GermanORCID,Casajus Jose A.ORCID,Gonzalez-Aguero Alex

Abstract

(1) Background: Poor levels of physical fitness and motor skills are problems for today’s children. Active video games (AVG) could be an attractive strategy to help address them. The aim was to investigate the effects of AVG on health-related physical fitness and motor competence in children and adolescents with healthy weight. (2) Methods: Randomized and non-randomized controlled trials investigating the effects of AVG programs on health-related physical fitness and motor competence were included. Two different quality assessment tools were used to measure the risk of bias. Twenty articles met the inclusion criteria and the variables of interest were body mass index (BMI), body fat, cardiorespiratory fitness (CRF), muscular fitness and motor competence. (3) Results: AVG interventions seem to have benefits in BMI when lasting longer than 18 weeks (SMD, −0.590; 95% IC, −1.071, −0.108) and in CRF (SMD, 0.438; 95% IC, 0.022, 0.855). AVG seems to be a promising tool to improve muscular fitness and motor competence but the effects are still unclear due to the lack of evidence. (4) Conclusions: AVG seem to be an effective tool for improving some components of health-related physical fitness and motor competence in healthy-weight children and adolescents, but the effect on some fitness components needs further research. Therefore, AVG may be included as a strategy to improve health.

Funder

Ministerio de Economía y Competitividad

Diputación General de Aragón

Publisher

MDPI AG

Subject

Health, Toxicology and Mutagenesis,Public Health, Environmental and Occupational Health

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1. Uninstall, Noob! Views on Rampant Toxicity in Online Gaming;2023 IEEE Intl Conf on Dependable, Autonomic and Secure Computing, Intl Conf on Pervasive Intelligence and Computing, Intl Conf on Cloud and Big Data Computing, Intl Conf on Cyber Science and Technology Congress (DASC/PiCom/CBDCom/CyberSciTech);2023-11-14

2. An umbrella review of the benefits and risks associated with youths’ interactions with electronic screens;Nature Human Behaviour;2023-11-13

3. Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study;BMC Psychiatry;2023-10-16

4. GamerFit-ASD beta test: adapting an evidence-based exergaming and telehealth coaching intervention for autistic youth;Frontiers in Pediatrics;2023-09-05

5. Exergames to Limit Weight Gain and to Fight Sedentarism in Children and Adolescents with Obesity;Children;2023-05-24

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