How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews.

How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews.
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活跃的电子游戏对年轻人和老年人的效果如何?

DOI:
10.1089/g4h.2014.0005
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发表时间:
2014
影响因子:
3.5
通讯作者:
Lu,AmyShirong
Lu,AmyShirong
中科院分区:
医学2区
文献类型:
--
作者:
van'tRiet,Jonathan;Crutzen,Rik;Lu,AmyShirong

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目的:最近的两项系统性综述调查了儿童/青少年和老年人主动电子游戏有效性的现有证据。在本研究中,将效应量添加到这些系统评价中,并进行荟萃分析。材料和方法:所有综述的研究都被考虑纳入荟萃分析,但只有研究调查了活动视频游戏的有效性,使用实验设计,并使用实际健康结果作为结果测量(儿童/青少年的身体质量指数[k=5]和老年人的功能平衡[k=6])。结果:儿童和青少年积极玩电子游戏的平均影响很小,不显著:Hedges 'g =0.20(95%置信区间,-0.08至0.48)。观察到有限的异质性,未进行调节分析。对于活跃的电子游戏对老年人功能平衡的影响,分析显示了g =0.68(95%置信区间,0.13-1.24)的中等大小和显著影响。对于老年人研究,观察到显著异质性。主持人分析表明,使用非治疗对照组与替代治疗对照组或使用专门为健康促进目的而创建的游戏与现成的游戏没有显著影响。此外,干预的持续时间和频率,样本量,研究质量和辍学并没有显着缓和积极的videogames.Conclusions的效果:这些荟萃分析的结果提供了初步证据,积极的视频游戏可以有积极的影响,在儿童/青少年和老年人的相关结果的措施。
Objective:Two recent systematic reviews have surveyed the existing evidence for the effectiveness of active videogames in children/adolescents and in elderly people. In the present study, effect sizes were added to these systematic reviews, and meta-analyses were performed.Materials and Methods:All reviewed studies were considered for inclusion in the meta-analyses, but only studies were included that investigated the effectiveness of active videogames, used an experimental design, and used actual health outcomes as the outcome measures (body mass index for children/adolescents [k=5] and functional balance for the elderly [k=6]).Results:The average effect of active videogames in children and adolescents was small and nonsignificant: Hedges'g=0.20 (95 percent confidence interval, −0.08 to 0.48). Limited heterogeneity was observed, and no moderator analyses were performed. For the effect of active videogames on functional balance in the elderly, the analyses revealed a medium-sized and significant effect ofg=0.68 (95 percent confidence interval, 0.13–1.24). For the elderly studies, substantial heterogeneity was observed. Moderator analyses showed that there were no significant effects of using a no-treatment control group versus an alternative treatment control group or of using games that were especially created for health-promotion purposes versus off-the-shelf games. Also, intervention duration and frequency, sample size, study quality, and dropout did not significantly moderate the effect of active videogames.Conclusions:The results of these meta-analyses provide preliminary evidence that active videogames can have positive effects on relevant outcome measures in children/adolescents and elderly individuals.