Impact of Serious Games on Body Composition, Physical Activity, and Dietary Change in Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials
Abstract
:1. Introduction
2. Materials and Methods
2.1. Information Sources and Search Strategy
2.2. Selection Criteria
2.3. Data Abstraction
2.4. Data Analysis
2.4.1. Quality Assessment
2.4.2. Statistical Analysis
3. Results
3.1. Study Selection
3.2. Quality of Evidence
3.3. Study Characteristics
3.4. Effects of Serious Games on Body Composition
3.5. Effects of Serious Games on Physical Activity
3.6. Effects of Serious Games on Dietary Change
Author (Year) | Country | Sample | Intervention | Duration | Measurement |
---|---|---|---|---|---|
A.E. Staiano (2015) [26] | United States | N = 41 Age 14–18 years n IG = 22 n CG = 19 | IG: a group-danced-based exergame program CG: no intervention | 12 weeks | BMI z-score |
Ralph Maddison (2011) [20] | New Zealand | N = 322 Age 10–14 years n IG = 160 n CG = 162 | IG: PlayStation Eye Toy (Sony), an upgrade of existing gaming technology CG: no intervention | 24 weeks | BMI z-score |
Stewart G. Trost (2014) [21] | United States | N = 75 Age 8–12 years n IG = 34 n CG = 41 | IG: program and active gaming intervention CG: program-only intervention | 16 weeks | BMI z-score; MVPA |
T.L. Wagener (2011) [28] | United States | N = 40 Age 12–18 years n IG = 21 n CG = 19 | IG: a group dance-based exergame exercise program CG: no intervention | 10 weeks | BMI z-score |
Cristina Comeras-Chueca (2022) [27] | United States | N = 28 Age 9–11 years n IG = 20 n CG = 8 | IG: an active video games exercise program combined with multicomponent exercise CG: daily activities without modification | 5 months | BMI z-score; MVPA |
A.E. Staiano (2013) [24] | United States | N = 54 Age 15–19 years n Cooperative group = 19 n Competitive group = 19 n Control group = 16 | All exergame participants were encouraged to play the Nintendo Wii Active game IG1: cooperative exergame IG2: competitive exergame CG: no intervention | 20 weeks | Body weight |
Lee E.F. Graves (2010) [23] | United Kingdom | N = 42 Age 8–10 years n IG = 22 n CG = 20 | IG: received two jOG devices to use at home with the purpose to reduce sedentary time CG: received no device and continued with normal activity | 12 weeks | Body fat; TPA |
Riitta Pyky (2017) [25] | Finland | N = 496 Mean age 17.8 years n IG = 250 n CG = 246 | IG: received a mobile service (MOPOrtal) to motivate participants physically, mentally, and socially CG: did not receive the mobile service | 6 months | Body weight |
Ann E. Maloney (2008) [29] | United States | N = 60 Age 7–8 years n IG = 40 n CG = 20 | IG: a video game (DDR) intervention CG: no intervention | Intervention: 10 weeks; Follow-up: 28 weeks | BMI z-score; VPA |
Viggiano, A. (2015) [22] | Italy | N = 3110 Age 9–19 years n IG = 1663 n CG = 1447 | IG: involved in 15–30-min-long game sessions in class with the board game Kaledo CG: no intervention | Intervention: 20 weeks; Follow-up: 6 months, 18 months | BMI z-score |
Artur Direito (2015) [35] | New Zealand | N = 51 Age 14–17 years n IG1 = 17 n IG2 = 16 n CG = 18 | IG1: use of an immersive app (Zombies, Run!) with game themes IG2: use of a non-immersive app (Get Running-Couch) CG: no intervention | Intervention: 8 weeks; Follow-up: 8 weeks, 3 months | MVPA |
Avril Johnstone (2019) [30] | United Kingdom | N = 137 Age 7 years n IG = 73 n CG = 64 | IG: active play (formally known as Go2Play Active Play) intervention CG: no intervention | Intervention: 10 weeks; Follow-up: 9 weeks | Time spent in MVPA |
Sadye Paez Errickson (2012) [31] | United States | N = 60 Age 7–8 years n IG1 = 18 n IG2 = 22 n CG = 20 | IG1: a DDR (Dance Dance Revolution intervention without coaching IG2: a DDR (Dance Dance Revolution) intervention with coaching CG: no intervention | 10 weeks | VPA |
Andrew Miller (2015) [32] | Australia | N = 168 Age 10–12 years n IG = 97 n CG = 71 | IG: a Professional Learning for Understanding Games Education (PLUNGE) program CG: no intervention | Intervention: 7 weeks; Follow-up: 8 weeks | In-class PA |
Shreela V. Sharma (2015) [36] | United States | N = 107 Age 9–11 years n IG = 53 n CG = 54 | IG: a Quest to Lava Mountain (QTLM) computer game intervention which was incorporated into the school curriculum CG: no intervention | 6 weeks | No. of days per week involved in 30 min exercise; fruit and vegetables consumption |
Ainara Garde (2015) [33] | Canada | N = 42 Age 9–13 years | Mobile Kids Monster Manor (MKMM), an exergame which participants were encouraged to play during school time Participants were randomly assigned into one of the two groups, one of which received the intervention in week 2 and the other in week 4 | 4 weeks | PA |
Jorinde Spook (2016) [34] | Netherlands | N = 501 Mean age 17.28 n IG = 250 n CG = 251 | IG: a serious self-regulation game intervention targeting students’ overweight-related behaviors named “Balance It” CG: no intervention | Intervention: 4 weeks; Follow-up: 4 weeks | VPA; fruit and vegetables intake |
Braga-Pontes, C. (2022) [37] | Portugal | N = 162 Age 3–6 years n IG1 = 39 n IG2 = 40 n IG3 = 46 n CG = 37 | IG1: digital game IG2: storybook IG3: storybook and stickers CG: no intervention | Intervention: 5 weeks; Follow-up: 6 months | Lettuce, carrot, purple cabbage, cucumber, and tomato consumption/portions |
Cullen, K.W. (2005) [38] | United States | N = 1489 Age 8–12 years n IG = 749 n CG = 740 | IG: a multimedia game named Squire’s Quest! CG: no intervention | 2 weeks | Fruit and regular vegetables/servings |
Wengreen, H.J. (2021) [39] | United States | N = 1859 Age 5–11 years n IG = 881 n CG = 978 | IG: FIT Game CG: no intervention | Intervention: 8 weeks; Follow-up: 3 months | Fruit and vegetables consumption |
3.7. Sensitivity Analysis
3.8. Publication Bias
4. Discussion
5. Limitations
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
- Sahoo, K.; Sahoo, B.; Choudhury, A.K.; Sofi, N.Y.; Kumar, R.; Bhadoria, A.S. Childhood obesity: Causes and consequences. J. Family Med. Prim. Care 2015, 4, 187–192. [Google Scholar] [CrossRef]
- Centers for Disease Control and Prevention. Childhood Obesity Facts. Available online: https://www.cdc.gov/obesity/data/childhood.html (accessed on 16 November 2023).
- Moffat, L.F.; Ritchie, L.D.; Gosliner, W.; Plank, K.R.; Au, L.E. Perceived Produce Availability and Child Fruit and Vegetable Intake: The Healthy Communities Study. Nutrients 2021, 13, 3681. [Google Scholar] [CrossRef] [PubMed]
- Gerritsen, S.; Renker-Darby, A.; Harré, S.; Rees, D.; Raroa, D.A.; Eickstaedt, M.; Sushil, Z.; Allan, K.; Bartos, A.E.; Waterlander, W.E.; et al. Improving low fruit and vegetable intake in children: Findings from a system dynamics, community group model building study. PLoS ONE 2019, 14, e0221107. [Google Scholar] [CrossRef] [PubMed]
- Okorodudu, D.E.; Bosworth, H.B.; Corsino, L. Innovative interventions to promote behavioral change in overweight or obese individuals: A review of the literature. Ann. Med. 2015, 47, 179–185. [Google Scholar] [CrossRef]
- Ute Ritterfeld, M.C.; Vorderer, P. Deep Learning and Emotion in Serious Games. In Serious Games: Mechanisms and Effects, 1st ed.; Routledge: New York, NY, USA, 2009; pp. 81–100. [Google Scholar]
- Kurtzman, G.W.; Day, S.C.; Small, D.S.; Lynch, M.; Zhu, J.; Wang, W.; Rareshide, C.A.L.; Patel, M.S. Social Incentives and Gamification to Promote Weight Loss: The LOSE IT Randomized, Controlled Trial. J. Gen. Intern. Med. 2018, 33, 1669–1675. [Google Scholar] [CrossRef] [PubMed]
- Torre, S.B.D.; Lages, M.; Dias, S.S.; Guarino, M.P.; Braga-Pontes, C. Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study. JMIR Serious Games 2023, 11, e43843. [Google Scholar] [CrossRef] [PubMed]
- Kouwenhoven-Pasmooij, T.A.; Robroek, S.J.; Ling, S.W.; van Rosmalen, J.; van Rossum, E.F.; Burdorf, A.; Hunink, M.G. A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study. JMIR Serious Games 2017, 5, e6. [Google Scholar] [CrossRef]
- Sera, L.; Wheeler, E. Game on: The gamification of the pharmacy classroom. Curr. Pharm. Teach. Learn. 2017, 9, 155–159. [Google Scholar] [CrossRef]
- Suleiman-Martos, N.; García-Lara, R.A.; Martos-Cabrera, M.B.; Albendín-García, L.; Romero-Béjar, J.L.; Cañadas-De la Fuente, G.A.; Gómez-Urquiza, J.L. Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis. Nutrients 2021, 13, 2478. [Google Scholar] [CrossRef] [PubMed]
- Lamas, S.; Rebelo, S.; da Costa, S.; Sousa, H.; Zagalo, N.; Pinto, E. The Influence of Serious Games in the Promotion of Healthy Diet and Physical Activity Health: A Systematic Review. Nutrients 2023, 15, 1399. [Google Scholar] [CrossRef]
- Lu, A.S.; Kharrazi, H.; Gharghabi, F.; Thompson, D. A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention. Games Health J. 2013, 2, 131–141. [Google Scholar] [CrossRef]
- DeSmet, A.; Van Ryckeghem, D.; Compernolle, S.; Baranowski, T.; Thompson, D.; Crombez, G.; Poels, K.; Van Lippevelde, W.; Bastiaensens, S.; Van Cleemput, K.; et al. A meta-analysis of serious digital games for healthy lifestyle promotion. Prev. Med. 2014, 69, 95–107. [Google Scholar] [CrossRef]
- Ameryoun, A.; Sanaeinasab, H.; Saffari, M.; Koenig, H.G. Impact of Game-Based Health Promotion Programs on Body Mass Index in Overweight/Obese Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Child. Obes. 2018, 14, 67–80. [Google Scholar] [CrossRef]
- Page, M.J.; McKenzie, J.E.; Bossuyt, P.M.; Boutron, I.; Hoffmann, T.C.; Mulrow, C.D.; Shamseer, L.; Tetzlaff, J.M.; Akl, E.A.; Brennan, S.E.; et al. The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ (Clin. Res. Ed.) 2021, 372, n71. [Google Scholar] [CrossRef]
- Higgins, J.P.; Thompson, S.G. Quantifying heterogeneity in a meta-analysis. Stat. Med. 2002, 21, 1539–1558. [Google Scholar] [CrossRef]
- Sterne, J.A.; Egger, M. Funnel plots for detecting bias in meta-analysis: Guidelines on choice of axis. J. Clin. Epidemiol. 2001, 54, 1046–1055. [Google Scholar] [CrossRef] [PubMed]
- Egger, M.; Davey Smith, G.; Schneider, M.; Minder, C. Bias in meta-analysis detected by a simple, graphical test. BMJ (Clin. Res. Ed.) 1997, 315, 629–634. [Google Scholar] [CrossRef] [PubMed]
- Maddison, R.; Foley, L.; Ni Mhurchu, C.; Jiang, Y.; Jull, A.; Prapavessis, H.; Hohepa, M.; Rodgers, A. Effects of active video games on body composition: A randomized controlled trial. Am. J. Clin. Nutr. 2011, 94, 156–163. [Google Scholar] [CrossRef] [PubMed]
- Trost, S.G.; Sundal, D.; Foster, G.D.; Lent, M.R.; Vojta, D. Effects of a pediatricweight management program with and without active video games a randomized trial. JAMA Pediatr. 2014, 168, 407–413. [Google Scholar] [CrossRef]
- Viggiano, A.; Viggiano, E.; Di Costanzo, A.; Viggiano, A.; Andreozzi, E.; Romano, V.; Rianna, I.; Vicidomini, C.; Gargano, G.; Incarnato, L.; et al. Kaledo, a board game for nutrition education of children and adolescents at school: Cluster randomized controlled trial of healthy lifestyle promotion. Eur. J. Pediatr. 2015, 174, 217–228. [Google Scholar] [CrossRef]
- Graves, L.E.; Ridgers, N.D.; Atkinson, G.; Stratton, G. The effect of active video gaming on children’s physical activity, behavior preferences and body composition. Pediatr. Exerc. Sci. 2010, 22, 535–546. [Google Scholar] [CrossRef]
- Staiano, A.E.; Abraham, A.A.; Calvert, S.L. Adolescent exergame play for weight loss and psychosocial improvement: A controlled physical activity intervention. Obesity 2013, 21, 598–601. [Google Scholar] [CrossRef] [PubMed]
- Pyky, R.; Koivumaa-Honkanen, H.; Leinonen, A.-M.; Ahola, R.; Hirvonen, N.; Enwald, H.; Luoto, T.; Ferreira, E.; Ikaheimo, T.M.; Keinanen-Kiukaanniemi, S.; et al. Effect of tailored, gamified, mobile physical activity intervention on life satisfaction and self-rated health in young adolescent men: A population-based, randomized controlled trial (MOPO study). Comput. Human. Behav. 2017, 72, 13–22. [Google Scholar] [CrossRef]
- Staiano, A.E.; Marker, A.M.; Beyl, R.A.; Hsia, D.S.; Katzmarzyk, P.T.; Newton, R.L. A randomized controlled trial of dance exergaming for exercise training in overweight and obese adolescent girls. Pediatr. Obes. 2017, 12, 120–128. [Google Scholar] [CrossRef] [PubMed]
- Comeras-Chueca, C.; Villalba-Heredia, L.; Perez-Lasierra, J.L.; Lozano-Berges, G.; Matute-Llorente, A.; Vicente-Rodriguez, G.; Casajus, J.A.; Gonzalez-Aguero, A. Effect of an Active Video Game Intervention Combined with Multicomponent Exercise for Cardiorespiratory Fitness in Children with Overweight and Obesity: Randomized Controlled Trial. JMIR Serious Games 2022, 10, e33782. [Google Scholar] [CrossRef]
- Wagener, T.L.; Fedele, D.A.; Mignogna, M.R.; Hester, C.N.; Gillaspy, S.R. Psychological effects of dance-based group exergaming in obese adolescents. Pediatr. Obes. 2012, 7, e68–e74. [Google Scholar] [CrossRef]
- Maloney, A.E.; Bethea, T.C.; Kelsey, K.S.; Marks, J.T.; Paez, S.; Rosenberg, A.M.; Catellier, D.J.; Hamer, R.M.; Sikich, L. A pilot of a video game (DDR) to promote physical activity and decrease sedentary screen time. Obesity 2008, 16, 2074–2080. [Google Scholar] [CrossRef] [PubMed]
- Johnstone, A.; Hughes, A.R.; Bonnar, L.; Booth, J.N.; Reilly, J.J. An active play intervention to improve physical activity and fundamental movement skills in children of low socio-economic status: Feasibility cluster randomised controlled trial. Pilot. Feasibility Stud. 2019, 5, 45. [Google Scholar] [CrossRef]
- Errickson, S.P.; Maloney, A.E.; Thorpe, D.; Giuliani, C.; Rosenberg, A.M. “Dance Dance Revolution” Used by 7- and 8-Year-Olds to Boost Physical Activity: Is Coaching Necessary for Adherence to an Exercise Prescription? Games Health J. 2012, 1, 45–50. [Google Scholar] [CrossRef]
- Miller, A.; Christensen, E.M.; Eather, N.; Sproule, J.; Annis-Brown, L.; Lubans, D.R. The PLUNGE randomized controlled trial: Evaluation of a games-based physical activity professional learning program in primary school physical education. Prev. Med. 2015, 74, 1–8. [Google Scholar] [CrossRef]
- Garde, A.; Umedaly, A.; Abulnaga, S.M.; Junker, A.; Chanoine, J.P.; Johnson, M.; Ansermino, J.M.; Dumont, G.A. Evaluation of a Novel Mobile Exergame in a School-Based Environment. Cyberpsychol. Behav. Soc. Netw. 2016, 19, 186–192. [Google Scholar] [CrossRef]
- Spook, J.; Paulussen, T.; Kok, G.; van Empelen, P. Evaluation of a Serious Self-Regulation Game Intervention for Overweight-Related Behaviors (“Balance It”): A Pilot Study. J. Med. Internet Res. 2016, 18, e225. [Google Scholar] [CrossRef] [PubMed]
- Direito, A.; Jiang, Y.; Whittaker, R.; Maddison, R. Apps for IMproving FITness and Increasing Physical Activity among Young People: The AIMFIT Pragmatic Randomized Controlled Trial. J. Med. Internet Res. 2015, 17, e210. [Google Scholar] [CrossRef]
- Sharma, S.V.; Shegog, R.; Chow, J.; Finley, C.; Pomeroy, M.; Smith, C.; Hoelscher, D.M. Effects of the Quest to Lava Mountain Computer Game on Dietary and Physical Activity Behaviors of Elementary School Children: A Pilot Group-Randomized Controlled Trial. J. Acad. Nutr. Diet. 2015, 115, 1260–1271. [Google Scholar] [CrossRef] [PubMed]
- Braga-Pontes, C.; Simões-Dias, S.; Lages, M.; Guarino, M.P.; Graça, P. Nutrition education strategies to promote vegetable consumption in preschool children: The Veggies4myHeart project. Public Health Nutr. 2022, 25, 1061–1070. [Google Scholar] [CrossRef] [PubMed]
- Cullen, K.W.; Watson, K.; Baranowski, T.; Baranowski, J.H.; Zakeri, I. Squire’s quest: Intervention changes occurred at lunch and snack meals. Appetite 2005, 45, 148–151. [Google Scholar] [CrossRef]
- Wengreen, H.J.; Joyner, D.; Kimball, S.S.; Schwartz, S.; Madden, G.J. A randomized controlled trial evaluating the fit game’s efficacy in increasing fruit and vegetable consumption. Nutrients 2021, 13, 2646. [Google Scholar] [CrossRef]
- Lau, P.W.; Wang, J.J.; Maddison, R. A Randomized-Controlled Trial of School-Based Active Videogame Intervention on Chinese Children’s Aerobic Fitness, Physical Activity Level, and Psychological Correlates. Games Health J. 2016, 5, 405–412. [Google Scholar] [CrossRef] [PubMed]
- Hernández-Jiménez, C.; Sarabia, R.; Paz-Zulueta, M.; Paras-Bravo, P.; Pellico, A.; Ruiz Azcona, L.; Blanco, C.; Madrazo, M.; Agudo, M.J.; Sarabia, C.; et al. Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies. Int. J. Environ. Res. Public Health 2019, 16, 2424. [Google Scholar] [CrossRef]
- Cebolla i Martí, A.; Álvarez-Pitti, J.C.; Provinciale, J.G.; Lisón, J.F.; Rivera, R.B. Alternative options for prescribing physical activity among obese children and adolescents: Brisk walking supported by an exergaming platform. Nutr. Hosp. 2014, 31, 841–848. [Google Scholar] [CrossRef]
- Comeras-Chueca, C.; Marin-Puyalto, J.; Matute-Llorente, A.; Vicente-Rodriguez, G.; Casajus, J.A.; Gonzalez-Aguero, A. The Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents with Healthy Weight: A Systematic Review and Meta-Analysis. Int. J. Environ. Res. Public Health 2021, 18, 6965. [Google Scholar] [CrossRef] [PubMed]
- Ossenbrink, L.; Haase, T.; Timpel, P.; Schoffer, O.; Scheibe, M.; Schmitt, J.; Deckert, S.; Harst, L. Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review. JMIR Serious Games 2023, 11, e44132. [Google Scholar] [CrossRef] [PubMed]
- Martín-Martín, J.; Roldán-Jiménez, C.; De-Torres, I.; Muro-Culebras, A.; Escriche-Escuder, A.; Gonzalez-Sanchez, M.; Ruiz-Muñoz, M.; Mayoral-Cleries, F.; Biró, A.; Tang, W.; et al. Behavior Change Techniques and the Effects Associated with Digital Behavior Change Interventions in Sedentary Behavior in the Clinical Population: A Systematic Review. Front. Digit. Health 2021, 3, 620383. [Google Scholar] [CrossRef] [PubMed]
- Xu, L.; Shi, H.; Shen, M.; Ni, Y.; Zhang, X.; Pang, Y.; Yu, T.; Lian, X.; Yu, T.; Yang, X.; et al. The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review. JMIR Mhealth Uhealth 2022, 10, e27794. [Google Scholar] [CrossRef] [PubMed]
- Plachta-Danielzik, S.; Landsberg, B.; Lange, D.; Seiberl, J.; Müller, M.J. Eight-year follow-up of school-based intervention on childhood overweight—The Kiel Obesity Prevention Study. Obes. Facts 2011, 4, 35–43. [Google Scholar] [CrossRef] [PubMed]
- Comeras-Chueca, C.; Villalba-Heredia, L.; Perez-Lasierra, J.L.; Marín-Puyalto, J.; Lozano-Berges, G.; Matute-Llorente, Á.; Vicente-Rodríguez, G.; Gonzalez-Aguero, A.; Casajús, J.A. Active Video Games Improve Muscular Fitness and Motor Skills in Children with Overweight or Obesity. Int. J. Environ. Res. Public Health 2022, 19, 2642. [Google Scholar] [CrossRef] [PubMed]
- Maloney, A.E.; Threlkeld, K.A.; Cook, W.L. Comparative Effectiveness of a 12-Week Physical Activity Intervention for Overweight and Obese Youth: Exergaming with “Dance Dance Revolution”. Games Health J. 2012, 1, 96–103. [Google Scholar] [CrossRef] [PubMed]
- Melero-Cañas, D.; Morales-Baños, V.; Manzano-Sánchez, D.; Navarro-Ardoy, D.; Valero-Valenzuela, A. Effects of an Educational Hybrid Physical Education Program on Physical Fitness, Body Composition and Sedentary and Physical Activity Times in Adolescents: The Seneb’s Enigma. Front. Psychol. 2020, 11, 629335. [Google Scholar] [CrossRef]
- Oliveira, C.B.; Pinto, R.Z.; Saraiva, B.T.C.; Tebar, W.R.; Delfino, L.D.; Franco, M.R.; Silva, C.C.M.; Christofaro, D.G.D. Effects of active video games on children and adolescents: A systematic review with meta-analysis. Scand. J. Med. Sci. Sports 2020, 30, 4–12. [Google Scholar] [CrossRef]
- Sharifzadeh, N.; Kharrazi, H.; Nazari, E.; Tabesh, H.; Edalati Khodabandeh, M.; Heidari, S.; Tara, M. Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review. JMIR Serious Games 2020, 8, e13459. [Google Scholar] [CrossRef]
- Limone, P.; Messina, G.; Toto, G.A. Serious games and eating behaviors: A systematic review of the last 5 years (2018–2022). Front. Nutr. 2022, 9, 978793. [Google Scholar] [CrossRef]
- Del Río, N.G.; González-González, C.S.; Martín-González, R.; Navarro-Adelantado, V.; Toledo-Delgado, P.; García-Peñalvo, F. Effects of a Gamified Educational Program in the Nutrition of Children with Obesity. J. Med. Syst. 2019, 43, 198. [Google Scholar] [CrossRef] [PubMed]
- Rewolinski, J.A.; Kelemen, A.; Liang, Y. Type I Diabetes Self-management with Game-Based Interventions for Pediatric and Adolescent Patients. Comput. Inform. Nurs. 2020, 39, 78–88. [Google Scholar] [CrossRef]
- Roemmich, J.N.; Lambiase, M.J.; McCarthy, T.F.; Feda, D.M.; Kozlowski, K.F. Autonomy supportive environments and mastery as basic factors to motivate physical activity in children: A controlled laboratory study. Int. J. Behav. Nutr. Phys. Act. 2012, 9, 16. [Google Scholar] [CrossRef] [PubMed]
- Yoshida-Montezuma, Y.; Ahmed, M.; Ezezika, O. Does gamification improve fruit and vegetable intake in adolescents? A systematic review. Nutr. Health 2020, 26, 347–366. [Google Scholar] [CrossRef]
- Schwarz, A.F.; Huertas-Delgado, F.J.; Cardon, G.; DeSmet, A. Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies. Games Health J. 2020, 9, 150–163. [Google Scholar] [CrossRef]
- Aarestrup, A.K.; Krølner, R.; Jørgensen, T.S.; Evans, A.; Due, P.; Tjørnhøj-Thomsen, T. Implementing a free school-based fruit and vegetable programme: Barriers and facilitators experienced by pupils, teachers and produce suppliers in the Boost study. BMC Public Health 2014, 14, 146. [Google Scholar] [CrossRef] [PubMed]
- Saiger, M.J.; Deterding, S.; Gega, L. Children and Young People’s Involvement in Designing Applied Games: Scoping Review. JMIR Serious Games 2023, 11, e42680. [Google Scholar] [CrossRef]
- Lam, C.; Milne-Ives, M.; Harrington, R.; Jani, A.; van Velthoven, M.H.; Harding, T.; Meinert, E. Internet of things-Enabled technologies as an intervention for childhood obesity: A systematic review. PLoS Digit. Health 2022, 1, e0000024. [Google Scholar] [CrossRef]
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Liu, M.; Guan, X.; Guo, X.; He, Y.; Liu, Z.; Ni, S.; Wu, Y. Impact of Serious Games on Body Composition, Physical Activity, and Dietary Change in Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Nutrients 2024, 16, 1290. https://doi.org/10.3390/nu16091290
Liu M, Guan X, Guo X, He Y, Liu Z, Ni S, Wu Y. Impact of Serious Games on Body Composition, Physical Activity, and Dietary Change in Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Nutrients. 2024; 16(9):1290. https://doi.org/10.3390/nu16091290
Chicago/Turabian StyleLiu, Mingchang, Xinyue Guan, Xueqing Guo, Yixuan He, Zeqi Liu, Shiguang Ni, and You Wu. 2024. "Impact of Serious Games on Body Composition, Physical Activity, and Dietary Change in Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials" Nutrients 16, no. 9: 1290. https://doi.org/10.3390/nu16091290
APA StyleLiu, M., Guan, X., Guo, X., He, Y., Liu, Z., Ni, S., & Wu, Y. (2024). Impact of Serious Games on Body Composition, Physical Activity, and Dietary Change in Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Nutrients, 16(9), 1290. https://doi.org/10.3390/nu16091290