A comprehensive systematic review and content analysis of active video game intervention research

Author:

Moller Arlen C1ORCID,Sousa Caio V2,Lee Kelly J3,Alon Dar4,Lu Amy S3

Affiliation:

1. Department of Psychology, Lewis College of Science and Letters, Illinois Institute of Technology, Chicago, IL, USA

2. Department of Health & Human Sciences, Loyola Marymount University, Los Angeles, CA, USA

3. Health Technology Lab, College of Arts, Media & Design, Bouvé College of Health Sciences,Northeastern University, Boston, MA, USA

4. Harvard T.H. Chan School of Public Health, Harvard University, Boston, MA, USA

Abstract

ObjectiveIntervention research using digital games to promote physical activity has proliferated. Yet few studies have attempted to systematically catalog features that characterize this research. To address this gap, we undertook a systematic review and content analysis of active video game interventions, examining only published longitudinal interventions that prominently featured active video game technology (≥50% of the intervention).MethodsOur protocol was registered in the International Prospective Register of Systematic Reviews (CRD42020204191). For inclusion, an active video game intervention had to require gross movement beyond finger movement, and target improvement, maintenance, or recovery of health. The intervention design had to include at least two conditions, within- or between-subjects, with ≥10 participants per condition to examine the chronic effects of active video game exposure.ResultsThe search resulted in 232 studies published in English between 1996 and 2020. The majority of active video game interventions (69.8%) targeted physical fitness (physiological functioning as a consequence of physical activity), followed by cognitive performance (11.3%), physical activity (5.5%), or a mixture of those outcomes (13.4%). Total enrollment across all studies was 14,849 participants ( MParticipants = 62, SD = 106; MAge = 50.2, SD = 25.2 years; 47.3% men). A strong majority of the samples (69.8%) were recruited from medical subpopulations, and only 30.2% were recruited from the general (healthy) population. A strong majority of active video games (72.0%) were developed by industry for the commercial market, and only 13.3% were funded by government or foundation grants.ConclusionsSuggested directions for improving future active video game development and intervention research include greater consideration of promising features (social connectedness, novelty, narrative, rhythmic movement to music) and new models for productive collaboration between industry and academia.

Funder

National Institute of Diabetes and Digestive and Kidney Diseases

Northeastern University Institute for Health Equity and Social Justice Research

Publisher

SAGE Publications

Subject

Health Information Management,Computer Science Applications,Health Informatics,Health Policy

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