Might Video Games Help Remedy Childhood Obesity?

Might Video Games Help Remedy Childhood Obesity?
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视频游戏可能有助于治疗儿童肥胖症吗?

DOI:
10.1089/chi.2015.98999.tb
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发表时间:
2015
期刊:
Childhood obesity (Print)
影响因子:
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通讯作者:
Baranowski,Tom
Baranowski,Tom
中科院分区:
--
文献类型:
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作者:
Baranowski,Tom

文献摘要

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本杂志的读者都非常清楚,肥胖是美国乃至全球儿童中最普遍的健康问题,它导致了各种各样的健康问题和惊人的成本。大多数预防儿童肥胖的干预措施效果不佳,或者根本不起作用。部分问题在于儿童肥胖的原因尚不清楚;对体重控制也没有影响。此外,我们对饮食和身体活动(PA)的常用测量方法充满了错误,从而降低了我们检测生活方式行为与肥胖之间的真正关系或我们干预的结果的能力。真是一团糟!在这个难题中,需要新的想法和方法。电子游戏是这一代孩子最喜欢的媒介,比好莱坞电影更赚钱。虽然有些人认为游戏是预防或治疗儿童肥胖的诅咒,因为大多数游戏涉及久坐不动,但有关媒体接触和儿童肥胖的文献表明,看电视(电视)的时间,而不是玩电子游戏的时间,是主要的有害屏幕媒介,而看电视导致肥胖的途径主要是通过饮食,而不是缺乏运动。11健康游戏(G4H)是一个新的研究和实践领域,使用娱乐游戏技术来实现健康目标。多种G4H已被设计和测试用于儿童肥胖的预防和治疗。对这些文章进行了范围界定和系统回顾,确定了28项涉及电子游戏的研究,主要是为了预防儿童肥胖。这些研究中有40%在预期的方向上影响了肥胖或致肥行为。G4H和肥胖研究人员的圆桌讨论表明,电子游戏在减少儿童肥胖方面具有巨大潜力,但强调游戏必须有趣,而不仅仅是促进健康。一些与肥胖相关的研究使用了专门设计的游戏来瞄准游戏之外的饮食和/或PA变化。“乡绅的任务!”的研究结果显示,仅仅玩了5周的游戏后,四年级学生的水果和蔬菜摄入量就增加了一份。“生物101”,一个综合行为管理软件系统,包括视频游戏,使中学生减少甜饮料和加工零食的摄入量。“更健康的动物”提高了小学生对健康饮食的态度和自我效能感。“逃离迪亚布”和“纳米温暖:来自内部空间的入侵”针对10- 12岁儿童的饮食和PA,并实现了饮食,但没有PA的改变。大多数针对PA的游戏研究都使用了商业上可用的活跃电子游戏(也称为exergames)。游戏是由公司设计的,作为一种新的盈利策略,将PA融入到游戏玩法中(游戏邦注:例如,游戏需要花哨的步法才能进行)。这一文献的许多评论反映了公众对游戏可能鼓励PA的健康兴趣。有些评论是同情的21,22,而另一些则是批评的。23,24一个相当平衡的评估显示,在研究实验室中,exergames可以提供一种高强度的锻炼,包括中等到高强度的PA,但在缺乏监督的情况下,孩子们往往得不到太多的活动,他们对活动的兴趣在一周或更短的时间内减弱。同样令人不安的是,有证据表明,运动员在比赛期间吃零食,大大增加了每日的热量摄入,从而可能破坏任何抗肥胖的潜力。最近……
As readers of this journal know all too well, obesity is the most prevalent health problem among children in the United States1 and globally, 2 leading to diverse health problems3 and staggering costs. 4 Most child obesity prevention interventions are not working well, or not at all. 5 Part of the problem is that the causes of child obesity are not clearly known6; nor are the influences on weight control. 7 Further, our common measures of diet and physical activity (PA) are fraught with error, 8 thereby minimizing our ability to detect true relationships between lifestyle behavior and adiposity or the outcomes of our interventions. 9 What a mess! Within this conundrum, new ideas and approaches are needed. Video games, the most commonly enjoyed medium by this generation of children, generates more money than Hollywood productions. Whereas some believe that games are anathema to childhood obesity prevention or treatment because most games involve sedentariness, the literature on media exposure and childhood obesity indicates that time watching television (TV), and not time playing video games, is the major offending screen medium10 and the pathway of TV exposure to obesity is primarily through diet, not physical inactivity. 11 Games for health (G4H) is a new arena of research and practice that uses entertainment game technology to attain health goals. Diverse G4H have been designed and tested for childhood obesity prevention and treatment. 12 A scoping and systematic review of these articles identified 28 studies involving video games, mostly for childhood obesity prevention. Forty percent of these studies influenced obesity or obesogenic behavior in the desired directions. 12 A roundtable discussion of investigators of G4H and obesity indicated substantial potential for video games to reduce child obesity, but emphasized the need for games to be fun, not just health promoting. 13 Some of the obesityrelated studies used games specially designed to target diet and/or PA change outside the games. 14–17 ‘‘Squire’s Quest!,’’targeted at dietary change alone, resulted in an increase of one serving of fruit and vegetables among fourth-grade students after only 5 weeks of game play. 15‘‘Creature 101,’’a comprehensive behavior management software system, including video games, enabled middle school students to decrease sweetened beverage and processed snack intake. 16 ‘‘Fitter Critters’’enhanced attitudes and self-efficacy toward healthy eating among elementary school students. 17 ‘‘Escape from Diab’’and ‘‘Nanoswarm: Invasion from Inner Space’’targeted diet and PA among 10-to 12-year-olds and achieved diet, but not PA, change. 14 Most research on games targeted at PA used commercially available active video games, also called exergames. Exergames were designed by corporations as a new profitmaking strategy to incorporate PA into game play (eg, fancy footwork was needed for the game to progress). Reflecting public health interest in the potential of exergames to encourage PA, many reviews of this literature have appeared. 18–20 Some reviews have been sympathetic, 21, 22 whereas others have been critical. 23, 24 A reasonably balanced assessment revealed that, in research laboratories, exergames could provide an intense workout that included moderate-to-vigorous PA, but under lesssupervised circumstances, children tended not to get much activity18 and their interest in the activity waned over 1 week or less. 18 Equally disturbing, evidence appeared that players snacked during exergaming, substantially adding to daily caloric intake, 25, 26 thereby possibly vitiating any antiobesogenic potential. A recent …