Next Article in Journal
The Impact of Negative Informal Information Before a Change on Performance: A Within-Person Approach
Next Article in Special Issue
Adhering to the 2017 Dutch Physical Activity Guidelines: A Trend over Time 2001–2018
Previous Article in Journal
Active Commuting, Physical Activity, and Sedentary Behaviors in Children and Adolescents from Spain: Findings from the ANIBES Study
Previous Article in Special Issue
Intervention Strategies to Elicit MVPA in Preschoolers during Outdoor Play
Open AccessReview

Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT

School of Nursing, Rutgers University, the State University of New Jersey, Camden, NJ 08102-1530, USA
*
Author to whom correspondence should be addressed.
Int. J. Environ. Res. Public Health 2020, 17(2), 669; https://doi.org/10.3390/ijerph17020669
Received: 14 December 2019 / Revised: 12 January 2020 / Accepted: 15 January 2020 / Published: 20 January 2020
(This article belongs to the Special Issue Physical Activity and Healthy Lifestyle)
Children and adolescents are not meeting the required federal physical activity (PA) guidelines established by the United States Department of Health and Human Services. It is critical that a regular pattern of PA is established in their youth to ensure ongoing PA into adulthood. However, many programs implemented during adolescence have shown limited effects, stressing the need for more innovative approaches to generate more interest and maintenance of PA behavior in this age group. Active video games (AVGs) or exergaming may prove to be an innovate process to improve PA in children and adolescents. A literature review was conducted to explore if active video games or exergaming could be an effective intervention to improve physical activity in adolescents. Active video games, also called “exergames”, are a category of video games that require movement or physical exertion to play the game. The methodology consisted of searching Academic Search Premier, CINAHL, The Cochrane Library, ERIC, PubMed, and Web of Science databases. Inclusion criteria involved only youth aged 12 to 19 years, randomized controlled trials (RCTs), and studies within the last 12 years. The following search terms were used: exergaming or active video games; physical activity or exercise; adolescents or youth; RCT or randomized clinical trial. The outcome indicates that exergaming or active video games can be an effective tool to improve PA in adolescents that will be more acceptable and sustainable than many conventional approaches. View Full-Text
Keywords: physical activity; adolescents; teens; youth; gamification; exergaming; active video games physical activity; adolescents; teens; youth; gamification; exergaming; active video games
Show Figures

Figure 1

MDPI and ACS Style

Williams, W.M.; Ayres, C.G. Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT. Int. J. Environ. Res. Public Health 2020, 17, 669.

Show more citation formats Show less citations formats
Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Article Access Map by Country/Region

1
Back to TopTop