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Enregistrement W1991261312 · doi:10.1155/2014/304521

Is Exergaming a Viable Tool in the Fight against Childhood Obesity?

2014· letter· en· W1991261312 sur OpenAlexaffabout
Gary S. Goldfield, Jameason D. Cameron, Jean‐Philippe Chaput

Notice bibliographique

RevueJournal of Obesity · 2014
Typeletter
Langueen
DomaineMedicine
ThématiqueObesity, Physical Activity, Diet
Établissements canadiensChildren's Hospital of Eastern Ontario
Organismes subventionnairesnon disponible
Mots-clésMedicineChildhood obesityScreen timeObesityWaistPhysical activityGerontologyEnergy expenditureIntervention (counseling)Sedentary lifestyleEarly childhoodPhysical therapyDevelopmental psychologyOverweightPsychiatryInternal medicinePsychology

Résumé

récupéré en direct d'OpenAlex

In a recent issue of this journal, Lamboglia and colleagues published a review paper entitled “Exergaming as a strategic tool in the fight against childhood obesity: a systematic review” [1]. The rationale for this review was that physical activity levels among children and adolescents are very low, and time spent in sedentary behaviors, especially screen time, is very high in Westernized countries, and this is problematic given that both are known risk factors for childhood obesity and associated comorbidity. Thus, a systematic review of exergaming (also known as active video gaming) was conducted as it may represent an enjoyable way in which children can capitalize on advances in technology to increase energy expenditure and cardiovascular fitness and improve body composition to “combat childhood obesity.” This review included 9 studies published from January 2008 to April 2012. Six of the 9 studies included were acute laboratory studies, with 3 intervention studies ranging from 12 to 28 weeks. The results indicate that exergaming increased physical activity levels, energy expenditure, maximal oxygen uptake, and heart rate and reduced sedentary screen time and waist circumference. As such, the authors concluded that “exergaming can be considered a highly relevant strategic tool for the adoption of an active and healthy lifestyle and may be useful in the fight against childhood obesity.” However, we believe that such a conclusion is premature and not supported by the current state of knowledge on this topic. As the authors note, the systematic review included a very small number of studies, and the majority of studies (6 of the 9) were conducted in the laboratory. In the three randomized controlled intervention studies reviewed, all of which took place in the home environment, the effects of exergaming on body composition were mixed. One study found no effect on BMI [2], another showed no effect on BMI but a reduction in waist circumference [3], and a large study found small but statistically significant reductions in BMI and percent body fat [4]. Moreover, differences between intervention and control groups on volume and intensity of physical activity and time spent in seated video games were not consistently found. Given these inconsistent findings, the authors' conclusions seem to be based on the more consistent findings of increased energy expenditure of exergaming in comparison to seated video games in the laboratory studies. While the data from this review clearly support increased energy expenditure from exergaming in laboratory studies (relative to sitting), it is important to note these are acute effects, and since food intake was not measured in any of these studies, it is impossible to determine the net influence of exergaming on energy balance. More specifically, increases in energy expenditure from exergaming may have little impact on child obesity prevention or treatment if children compensate by increasing energy intake, which the research suggests is a common phenomenon [5]. The coupling of high energy expenditure with compensatory increases in food intake may explain why meta-analytic reviews show that exercise alone in the absence of dietary changes is ineffective in the treatment of childhood obesity [6]. Moreover, leisure time physical activity throughout the day was not measured in the laboratory studies noted by Lamboglia et al. [1]. This is a significant limitation given the research showing that acute increases in energy expenditure can be followed by compensatory decreases in leisure time physical activity in children [7, 8]. This concept is known as “activitystat” and this regulating mechanism may further explain why physical activity alone rarely leads to sustained states of negative energy balance needed for weight loss. Furthermore, a recent and more comprehensive systematic review by Active Healthy Kids Canada indicates that the acute increases in energy expenditure induced by exergaming are not sustained over time, thereby limiting the health benefits and minimizing the impact on childhood obesity [9, 10]. Taken together, we argue that the heterogeneity of the methodologies used between experiments reported in the review article by Lamboglia et al. [1] is the main limitation to the authors' premature conclusions. In order to make population-based recommendations regarding the strategic benefits of exergaming there is a need to perform a more rigorous assessment of energy expenditure and a more precise account of energy intake, both in the laboratory and in the natural environment. In combination with such sophisticated measures of bioenergetics, it will also be imperative to disentangle the effects of frequency, intensity, and duration of these exergames, along with isolating the impact of more chronic interventions. In conclusion, the evidence from this review supports the use of exergaming to acutely increase energy expenditure compared to seated video games. Considering that seated video games increase food intake [11], exergaming should be encouraged to replace seated video games and may be helpful in achieving recommended physical activity levels in children worldwide. However, given the mixed evidence of impact on physical activity and body composition in the intervention studies, combined with research showing that acute increases in energy expenditure can be followed by compensatory adjustments in food intake and/or leisure time energy expenditure, exergaming is unlikely to be an effective tool to combat childhood obesity. While further intervention studies of exergaming are clearly warranted (especially under naturalistic conditions), it is paramount that future research focuses on evaluating innovative but comprehensive solutions that address the complex, multifactorial etiology of childhood obesity. In the meantime, physical activity in the natural environment with associated benefits of fresh air, vitamin D, connection with nature, and meaningful social interactions should be promoted over exergaming.

Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.

Comment cette classification a été obtenuedéplier

Prédiction distillée sur la base complète

Imitation des enseignants

Ni prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.

score de la tête « metaresearch » (Codex)0,001
score de la tête « metaresearch » (Gemma)0,000
Version: codex-gemma-dda1882f352aStatut de validation: machine_predicted_unvalidated
Catégories candidatesMéta-épidémiologie (sens strict), Intégrité de la recherche
Catégories consensuellesaucune
DomaineSignal candidat: aucune · Signal consensuel: aucune
Devis d'étudeSignal candidat: Sans objet · Signal consensuel: aucune
GenreSignal candidat: Empirique · Signal consensuel: Empirique
Score de désaccord entre enseignants0,434
Score d'incertitude au seuil1,000

Scores Codex et Gemma par catégorie

CatégorieCodexGemma
Métarecherche0,0010,000
Méta-épidémiologie (sens strict)0,0010,000
Méta-épidémiologie (sens large)0,0020,001
Bibliométrie0,0000,000
Études des sciences et des technologies0,0000,000
Communication savante0,0000,000
Science ouverte0,0010,000
Intégrité de la recherche0,0010,007
Charge utile insuffisante (le modèle a refusé de juger)0,0000,000

Scores machine (provisoires)

Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.

Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.

Tête enseignante Opus0,015
Tête enseignante GPT0,252
Écart entre enseignants0,236 · la distance entre les deux têtes enseignantes sur ce seul travail
Statut de validationscore_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle

Classification

machine, non validée

Prédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.

Devis d'étudeSans objet
Domainenon disponible
GenreEmpirique

Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».

En bref

Citations10
Publié2014
Routes d'admission2
Résumé présentoui

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Même revueJournal of ObesityMême sujetObesity, Physical Activity, DietTravaux en français237 207