Active video games for weight management in children and adolescents: systematic review and meta-analysis.
- Author:
Maria Godesa F. REFUERZO
;
Michael M. RESURRECCION
- Publication Type:Journal Article, Original
- MeSH: Human; Male; Female; Infant: 1-23 Months; Child Preschool: 2-5 Yrs Old; Child: 6-12 Yrs Old; Adolescent: 13-18 Yrs Old; Randomized Controlled Trial; Adolescent; Meta-analysis; Video Games; Life Style; Exercise; Electronics
- From: The Philippine Children’s Medical Center Journal 2025;21(2):100-116
- CountryPhilippines
-
Abstract:
Aims: We evaluated the efficacy of active video games as weight reduction intervention among obese children and adolescents by synthesizing available published evidence.
Materials and methods: A meta-analysis was performed using nine RCTs based on the PRISMA guidelines. Children less than 18 years of age who are Obese I and Obese II and underwent active video games intervention or standard weight management programs were included. A search was performed in PubMed/MEDLINE, EMBASE, Scopus, Cochrane, and HERDIN databases from inception to September 2024 databases using the MeSH and key words: (“video games” or “digital games” or “console games” or “electronic games”) AND (“weight loss” or BMI or obesity) AND (children OR pediatric OR adolescents) AND (RCT OR trials OR “randomized controlled trial). Pooled mean difference was used to determine effectiveness on reducing weight and BMI.
Results: The pooled mean difference showed significantly lower post-intervention weight (in kg) (MD=-2.97, 95%CI=-5.15 to -0.78, p=0.008) and significantly lower post-intervention BMI z-score (MD=-0.12, 95%CI=-0.13 to -0.10, p<0.000001) on children with AVG intervention. There was also lower post-intervention BMI on children with AVG intervention (MD=-1.27, 95%CI=-2.93 to 0.38). However, the difference was not statistically significant (p=0.13).
Conclusion:Active video games showed a significant benefit in weight reduction among obese children. Usual lifestyle modification interventions may be challenging due to lack of motivation and poor adherence among younger demographics. AVGs present a novel approach by integrating entertainment with physical activity, thereby addressing these barriers.