Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review

Author:

França Cíntia123ORCID,Ashraf Sadaf1,Santos Francisco14ORCID,Dionísio Mara25,Ihle Andreas678ORCID,Marques Adilson8910ORCID,de Maio Nascimento Marcelo811ORCID,Gouveia Élvio Rúbio128ORCID

Affiliation:

1. Department of Physical Education and Sport, University of Madeira, 9020-105 Funchal, Portugal

2. LARSYS, Interactive Technologies Institute, 9020-105 Funchal, Portugal

3. Research Center in Sports Sciences, Health Sciences and Human Development (CIDESD), 5000-801 Vila Real, Portugal

4. Faculty of Sport Sciences and Physical Education, CIDAF, University of Coimbra, 3040-248 Coimbra, Portugal

5. Faculty of Exact Sciences and Engineering, University of Madeira, 9020-105 Funchal, Portugal

6. Department of Psychology, University of Geneva, 1227 Carouge, Switzerland

7. Center for the Interdisciplinary Study of Gerontology and Vulnerability, University of Geneva, 1227 Carouge, Switzerland

8. Swiss Center of Expertise in Life Course Research LIVES, 1227 Carouge, Switzerland

9. CIPER, Faculty of Human Kinetics, University of Lisbon, Cruz Quebrada, 1499-002 Lisboa, Portugal

10. Environmental Health Institute (ISAMB), Faculty of Medicine, University of Lisbon, 1649-020 Lisbon, Portugal

11. Department of Physical Education, Federal University of Vale do São Francisco, Petrolina 56304-917, Brazil

Abstract

Sedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games. We performed a systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines in PubMed, Web of Science, Cochrane, and Scopus to provide a comprehensive view of the literature on energy expenditure levels among adolescents while playing active video games. Among the 574 manuscripts identified at the first screening stage, 23 were retained for analysis. Ten studies were characterized by longitudinal and thirteen by cross-sectional designs. The results showed that short-term active video games elicited energy expenditure values comparable to moderate-intensity physical activity (3–6 METs). However, in intervention programs (with at least six weeks) the results indicate no significant effects of active video games on youngsters’ energy expenditure levels and physical activity profiles between baseline and follow-up assessments. Overall, active video games based on sports and dance were the most used, and boys tended to achieve higher energy expenditure than girls. The diversity of methods implemented limits comparing results and drawing generalized conclusions. However, considering its attractiveness to youth, active video games might emerge as a complementary tool to traditional physical activities promoted in schools and local communities. Details regarding gender differences and contradictory results of longitudinal approaches should be considered in future research based on standardized methods.

Funder

Portuguese Recovery and Resilience Program (PRR), IAPMEI/ANI/FCT under the Agenda

Publisher

MDPI AG

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