Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-Analysis.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-09-18 DOI:10.2196/68151
Min Wang, Jisheng Xu, Xulin Zhou, Xingchen Li, Yu Zheng
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引用次数: 0

Abstract

Background: Physical activity (PA) is critically linked to the health outcomes of children and adolescents. Gamification interventions represent a promising approach to promote PA engagement. However, the effects of these interventions on both PA and sedentary behavior (SB) in this population remain controversial. This review seeks to clarify this controversy.

Objective: This systematic review aimed to evaluate the effectiveness of gamification interventions in enhancing PA and reducing SB in children and adolescents, while identifying potential moderators for PA promotion.

Methods: We systematically searched PubMed, Web of Science, Embase, EBSCO, and Cochrane Library databases for randomized controlled trials (RCTs) published between January 1, 2010, and August 1, 2024. Included RCTs examined gamification interventions targeting PA, SB, daily step counts, and BMI in children and adolescents. Random-effects meta-analyses were performed using RevMan 5.4 (Cochrane) and Stata 18.0 (StataCorp), with subgroup analyses assessing moderating effects of theoretical paradigms, game elements, and intervention duration. Methodological robustness was evaluated via the Egger regression test, sensitivity analyses (leave-one-out method), and funnel plot inspection for publication bias.

Results: A total of 16 RCTs involving 7472 children and adolescents (age range 6-18 y) were included. Our findings showed that the gamification interventions significantly increased moderate-to-vigorous physical activity (MVPA; standardized mean difference [SMD] 0.15, 95% CI 0.01 to 0.29; P=.04) and reduced BMI (SMD 0.11, 95% CI 0.05 to 0.18; P<.001). However, there was no significant improvement in SB (SMD 0.07, 95% CI -0.07 to 0.22; P=.33), vigorous physical activity (SMD 0.12, 95% CI -0.3 to 0.55; P=.56), moderate physical activity (SMD 0.16, 95% CI -0.2 to 0.53; P=.38), light physical activity (SMD -0.00, 95% CI -0.49 to 0.48; P>.99), and daily step count (SMD 0.22, 95% CI -0.51 to 0.94; P=.55). Subgroup analyses revealed significant moderation effects for MVPA improvement by theoretical paradigm, game elements, intervention duration, and study setting.

Conclusions: This meta-analysis confirms that gamification interventions effectively increased MVPA in children and adolescents, with sustained effects persisting beyond follow-up. The efficacy of these interventions is significantly moderated by theoretical paradigms, game elements, and intervention duration. However, blinding infeasibility contributed to prevalent performance bias, potentially introducing detection bias for subjective SB and PA metrics. Future research should strengthen blinding protocols for outcome assessors, enhance allocation concealment reporting, and validate conclusions through high-quality RCTs.

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游戏化干预改善儿童和青少年身体活动和久坐行为的有效性:系统回顾和荟萃分析。
背景:身体活动(PA)与儿童和青少年的健康状况密切相关。游戏化干预是促进PA参与的一种有希望的方法。然而,这些干预措施对该人群的PA和久坐行为(SB)的影响仍存在争议。本文旨在澄清这一争议。目的:本系统综述旨在评估游戏化干预在儿童和青少年中增强PA和降低SB的有效性,同时确定促进PA的潜在调节因子。方法:系统检索PubMed、Web of Science、Embase、EBSCO和Cochrane Library数据库,检索2010年1月1日至2024年8月1日发表的随机对照试验(RCTs)。纳入的随机对照试验检查了针对儿童和青少年PA、SB、每日步数和BMI的游戏化干预。采用RevMan 5.4 (Cochrane)和Stata 18.0 (StataCorp)进行随机效应荟萃分析,并通过亚组分析评估理论范式、游戏元素和干预持续时间的调节效应。方法稳健性通过Egger回归检验、敏感性分析(留一法)和发表偏倚漏斗图检验进行评估。结果:共纳入16项随机对照试验,涉及儿童和青少年7472人(6-18岁)。我们的研究结果显示,游戏化干预显著增加了中度至剧烈的身体活动(MVPA;标准化平均差[SMD] 0.15, 95% CI 0.01至0.29;P= 0.04),降低了BMI (SMD 0.11, 95% CI 0.05至0.18;P= 99)和每日步数(SMD 0.22, 95% CI -0.51至0.94;P= 0.55)。亚组分析显示理论范式、游戏要素、干预时间和研究环境对MVPA的改善有显著的调节作用。结论:本荟萃分析证实,游戏化干预有效地增加了儿童和青少年的MVPA,其持续效果持续超过随访。干预的效果受理论范式、博弈要素和干预持续时间的显著影响。然而,盲法的不可行性导致了普遍的性能偏差,潜在地引入了主观SB和PA指标的检测偏差。未来的研究应加强对结果评估者的盲法方案,加强分配隐蔽性报告,并通过高质量的随机对照试验验证结论。
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
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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