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Table 2 Intervention and Control Characteristics, Outcomes, Follow-up Time Points and Key Findings for Studies Investigating the Effects of Active Video Games

From: A systematic review to assess the effectiveness of technology-based interventions to address obesity in children

Authors & year

Interventions

Intervention intensity & duration

All outcomes

Follow-up time points

Key findings

Weight-related outcomes

Between group mean difference

P-value*

(95% CI)

Adamo et al., 2010

1) GameBike - interactive video game and stationary cycling

2) Stationary cycling to music

Twice weekly 60-min sessions for 10 weeks

1) Exercise adherence and behaviour

2) Aerobic fitness

3) Body composition

4) Metabolic profile

5) Diet

Post treatment

- The music group attended a statistically significantly higher percentage of sessions compared to the video game group (92 vs. 86, p < 0.05)

- Minutes spent at vigorous intensity (24.9 ± 20 vs. 13.7 ± 12.8, p < 0.05) and average distance (km) pedalled per session (12.5 ± 2.8 vs. 10.2 ± 2.2, p < 0.05) were statistically significantly greater in the music group

- No difference in all other outcomes between groups

- Both groups had a statistically significant reduction in peak HR, an improvement in peak workload and a reduction in time to exhaustion from pre to post intervention (p < 0.05)

BMI (kg/m2)

−3.9 (− 11.1, 3.3)

0.3

BMI percentile

- 0.3 (− 1.89, 1.29)

0.74

Body weight (kg)

−13.1 (− 30.52, 4.32)

0.15

WC (cm)

−4.3 (− 16.46, 7.86)

0.53

% BF

1.4 (−6.24, 9.04)

0.72

Maddison et al., 011

1) Active video games

2) Sedentary video games

Children were encouraged to play for 60 min most days of the week, for a period of 24 week

1)Weight

2) BMI

3) BMI z-score

4) % BF

5) WC

6)PA

7) Cardiorespiratory fitness

8) Video game play

9) Food snacking

12 and 24 weeks

At 24 weeks, statistically significantly more children in the intervention group than the control group had:

- decreased their BMI (−0.24, p = 0.02), BMI z-score (− 0.06, p = 0.04), BF % (− 0.83, p = 0.02) and body weight (− 0.72, p = 0.02)

- increased average daily time of active video game play (10.03, p = 0.0001)

- no difference in all other outcomes between groups

BMI (kg/m2)

−0.24 (− 0.44, − 0.04)

0.02

BMI z-score

0.06 (−0.12, − 0.03)

0.03

Body weight (kg)

−0.72 (−1.33, − 0.10)

0.02

WC (cm)

−1.21 (−2.45, 0.03)

0.22

% BF

−0.83 (−1.54, − 0.12)

0.02

Staiano et al., 2017

1) Group-based dance exergaming

2) Self-directed care control condition

Three 1-h sessions per week for 12 weeks

1) Body composition: BMI percentile, BMI z-score, WC, %BF, regional BF, visceral and subcutaneous abdominal adiposity

2) Cardiovascular risk factors

Within 2.5 weeks post-intervention

- There were no statistically significant group differences in any body composition or cardiovascular risk factor outcome

BMI z-score

−0.01 (− 0.069, 0.049)

0.74

BMI percentile

−0.02 (− 0/78, 0.39)

0.51

WC (cm)

−0.04 (−3.37, 3.29)

0.98

% BF

−0.3 (−1.28, 0.68)

0.55

Trost et al., 2014

1) Paediatric weight management programme plus active video gaming

2) Programme only

16 weeks

Intensity not stated

1) Daily moderate-to-vigorous and vigorous PA

2) % overweight

3) BMI z-score

8 and 16 weeks

- At week 16, compared to the programme only group, the programme plus active video gaming group had statistically significant increases in moderate-to-vigorous (8.0, p = 0.04) and vigorous (3.1, p = 0.02) PA

- At week 16, both groups had statistically significant reductions in % overweight and BMI z-score but the programme plus active gaming group had statistically significantly greater reductions (−10.9, p = 0.02),(−0.25, p < 0.001)

BMI z-score

−0.16 (− 0.19, − 0.13)

< 0.001

Wagener et al., 2012

1) Group dance-based exergaming programme

2) Wait-list control group

3 sessions a week for 10 weeks:

1st session: 40 min

2nd and 3rd session: 75 min each

1) BMI z-scores

2) Self-reported psychological adjustment and perceived competence to exercise

3) Maternal reported adolescent psychological adjustment

10 weeks

- Compared with control group, participants in the dance-based exergaming group statistically significantly increased in self-reported perceived competence to exercise

- Maternal report of adolescent externalizing and internalizing symptomatology also decreased from baseline to end-of-treatment

- No differences in BMI z-score within or between conditions

BMI-z score

0.01 (−0.12, 0.13)

0.87

  1. Abbreviations - BMI (kg/m2) body mass index (kilograms/meters2), WC (cm) waist circumference (centimetres), % BF percentage body fat, WHtR waist-to-hip ratio, HR heart rate, PA physical activity
  2. *P-values in bold are statistically significant at 5% significance level