EE & AVG
There has been increased research interest in the use of active video games (in which players physically interact with images on the screen) as a means to [blank] physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were [blank] from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with [blank] active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared [blank] traditional non-active video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate-intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and [blank] body composition in children; however, methodological limitations prevent [blank] conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in [blank] long-term physical activity in children.
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