Effects of Active Video Games on Energy Expenditure and Weight Management Among Young Adults: A Systematic Review.

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Feng Wen, Hazwani Ahmad Yusof, Nurdiana Zainol Abidin
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Abstract

Obesity and overweight among young adults are becoming public health concerns. Active video games (AVGs) have been demonstrated by previous studies as a healthy and enjoyable exercise, which may assist young people in weight management (WM). This review aims to critically assess the literature on the effects of AVGs on young adults in terms of energy expenditure (EE) and WM. Five international databases (PubMed, Scopus, ScienceDirect, Cochrane, and Web of Science) were searched with keywords up to 2025. A systematic review was conducted using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and randomized controlled trial (RCT) studies investigating the effects of AVGs on EE and WM in young adults aged 18-25 were included. Data from all studies were extracted using a preprepared structured form, and pre- and postintervention differences were compared between the AVG intervention groups and the control/comparison groups. Thousand one hundred twenty-nine articles were retrieved, of which 14 RCT studies (n = 668, 47.5% female) met the inclusion criteria. Ten studies measured EE while playing AVGs, and nine of these found that playing AVGs could achieve moderate physical activity. Four parallel-design RCTs measured body weight or body mass index (BMI), with only one of these found a significant reduction (-0.29 kg/m2, P = 0.043) in BMI in the AVG group. The differences in study design and methodological quality among the included literature make it challenging to simply summarize the results, and the findings need to be interpreted with caution. Overall, AVGs could achieve moderate physical activity and serve as an effective alternative to traditional exercise. However, the results related to WM are mixed. Future research should adhere to more rigorous methodological standards, such as larger sample sizes and stricter dietary controls, to investigate the long-term effects of AVGs on body composition.

积极电子游戏对年轻人能量消耗和体重管理的影响:一项系统综述。
年轻人的肥胖和超重正在成为公共卫生问题。活跃的电子游戏(avg)已经被先前的研究证明是一种健康和愉快的运动,可以帮助年轻人管理体重(WM)。本综述旨在批判性地评估AVGs对年轻人能量消耗(EE)和WM影响的文献。五个国际数据库(PubMed, Scopus, ScienceDirect, Cochrane和Web of Science)检索了截止2025年的关键词。使用系统评价和荟萃分析指南的首选报告项目进行了系统评价,并纳入了调查AVGs对18-25岁年轻人情感表达和WM影响的随机对照试验(RCT)研究。使用预先准备的结构化表格提取所有研究的数据,并比较AVG干预组与对照组/对照组之间干预前后的差异。纳入文献1129篇,其中14项RCT研究(n = 668,女性占47.5%)符合纳入标准。10项研究测量了玩avg时的情感表达,其中9项研究发现玩avg可以实现适度的身体活动。四个平行设计的随机对照试验测量了体重或身体质量指数(BMI),其中只有一个发现AVG组的BMI显著降低(-0.29 kg/m2, P = 0.043)。所纳入的文献在研究设计和方法质量上的差异使得简单地总结结果具有挑战性,并且需要谨慎解释这些发现。总的来说,avg可以实现适度的身体活动,并作为传统运动的有效替代。然而,与WM相关的结果喜忧参半。未来的研究应遵循更严格的方法标准,如更大的样本量和更严格的饮食控制,以调查AVGs对身体成分的长期影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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