The Active Video Game Paradox [PDF]
Evidence shows inactivity and obesity are a substantial global burden, economically and physiologically. Sedentary screen time strongly contributes to this burden. Sedentary screen time is often achieved through video game play. Active video games (AVGs)
Sam Kirk, Andrew Manley
doaj +3 more sources
Effectiveness of active video games in overweight and obese adolescents: a systematic review and meta-analysis of randomized controlled trials [PDF]
Purpose The purpose of this review was to assess the effect of active video games among overweight and obese adolescents. Methods A systematic review and meta-analysis were conducted using records from the English-language electronic databases MEDLINE ...
Zübeyde Ezgi Erçelik, Seda Çağlar
doaj +2 more sources
Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review [PDF]
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 ...
Cíntia França +7 more
doaj +2 more sources
Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke [PDF]
Background Active video games have been embraced for the rehabilitation of mobility and promotion of physical activity for persons post-stroke. This study seeks to compare carefully matched standard of care stepping activities, off-the-shelf (non-custom)
Judith E. Deutsch +3 more
doaj +2 more sources
Are active video games useful in the development of gross motor skills among non-typically developing children? A meta-analysis [PDF]
Background Proficiency in gross motor skills (GMS) lays the foundation for developing more complex motor skills. Improving these motor skills may provide enhanced opportunities for the development of a variety of perceptual, social, and cognitive skills.
Sen Li +3 more
doaj +2 more sources
Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical Disabilities During a Global Pandemic [PDF]
Current guidelines against spread of coronavirus (COVID-19) interrupt non-essential rehabilitation services. Thus, individuals with physical disabilities such as children with cerebral palsy can no longer benefit from physical rehabilitation during this ...
Marika Demers +5 more
doaj +2 more sources
Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents. [PDF]
The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming ...
Monique Simons +5 more
doaj +11 more sources
Getting Active with Active Video Games: A Quasi-Experimental Study. [PDF]
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors ...
Liang Y, Lau PWC, Jiang Y, Maddison R.
europepmc +4 more sources
Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them? [PDF]
Background: Despite current physical activity (PA) guidelines, children spend an average of 1-3 hours/day playing video games. Some video games offer physically active components as part of gameplay.
Kambiz Norozi, MD, PhD +4 more
doaj +2 more sources
Effectiveness of active video games for promoting physical activity: an umbrella review. [PDF]
Introduction Active video games (AVG) have emerged as a potential strategy to combat global physical inactivity, transforming sedentary screen time into physical activity.
Vera-Ponce VJ +3 more
europepmc +3 more sources

