商业游戏和传统练习对儿童和青少年执行功能改善的影响:一项随机对照试验的荟萃分析

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-10-19 DOI:10.2196/42697
Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng
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引用次数: 0

摘要

背景:电子游戏是一种很有前途的锻炼工具,可改善健康状况。据我们所知,还没有系统性综述比较过商业电子游戏和传统锻炼对改善儿童和青少年执行功能(EFs)的影响:本研究旨在调查商业电子游戏和传统运动对改善儿童和青少年执行功能的影响:按照 PRISMA(系统综述和荟萃分析首选报告项目)指南,检索了 5 个随机对照试验(RCT)数据库(PubMed、Web of Science、Scopus、PsycINFO 和 SPORTDiscus)从开始到 2022 年 7 月 7 日的内容,以确定相关的 RCT。Cochrane 协作工具用于评估每项研究的偏倚风险。GRADE(建议、评估、发展和评价分级)用于评价证据的总体质量:总共有 8 项研究性试验(RCT)纳入了分析,其中包括 435 名儿童和青少年。与传统运动相比,商业电子游戏对整体心肺功能无明显益处(赫德斯 g=1.464,95% CI -0.352 至 3.280;P=.06)。在核心EF方面,没有证据表明商业电子游戏比传统运动更有利于提高认知灵活性(g=0.906,95% CI -0.274至2.086;P=.13)、抑制控制(g=1.323,95% CI -0.398至3.044;P=.13)或工作记忆(g=2.420,95% CI -1.199 至6.038;P=.19)。由于不一致性(异质性大)和不精确性(人数少),我们将总体EFs、认知灵活性、抑制控制和工作记忆的证据评为极低质量。此外,在急性组和慢性组均未观察到干预效果:我们没有有力的证据支持商业游戏对EF的益处,因为我们没有观察到接近0的Hedges g和严格的CIs。需要进一步研究来证实这一假设:PERCORO CRD42022324111; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=324111.
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials.

Background: Exergames are promising exercise tools for improving health. To the best of our knowledge, no systematic review has compared the effects of commercial exergames and conventional exercises on improving executive functions (EFs) in children and adolescents.

Objective: This study aimed to investigate the effects of commercial exergames and conventional exercises on improving EFs in children and adolescents.

Methods: Following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines, 5 randomized controlled trial (RCT) databases (PubMed, Web of Science, Scopus, PsycINFO, and SPORTDiscus) were searched from their inception to July 7, 2022, to identify relevant RCTs. The Cochrane Collaboration tool was used to evaluate the risk of bias for each study. GRADE (Grading of Recommendations, Assessment, Development, and Evaluation) was used to evaluate the overall quality of evidence.

Results: In total, 8 RCTs including 435 children and adolescents were included in the analysis. Commercial exergames had no significant benefit on overall EFs compared to conventional exercises (Hedges g=1.464, 95% CI -0.352 to 3.280; P=.06). For core EFs, there was no evidence to suggest that commercial exergames are more beneficial for improving cognitive flexibility (g=0.906, 95% CI -0.274 to 2.086; P=.13), inhibitory control (g=1.323, 95% CI -0.398 to 3.044; P=.13), or working memory (g=2.420, 95% CI -1.199 to 6.038; P=.19) than conventional exercises. We rated the evidence for overall EFs, cognitive flexibility, inhibitory control, and working memory as being of very low quality due to inconsistency (large heterogeneity) and imprecision (low number of people). Additionally, no effects of the intervention were observed in the acute and chronic groups.

Conclusions: We do not have strong evidence to support the benefit of commercial exergaming on EFs because we did not observe a Hedges g close to 0 with tight CIs. Further research is needed to confirm this hypothesis.

Trial registration: PROSPERO CRD42022324111; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=324111.

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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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