@文章{信息:doi/10.2196/14549,作者="Bossen, Dani{\"e}l和Broekema, Aline和Visser, Bart和Brons, Annette和Timmerman, Annieck和van Etten-Jamaludin, Faridi和Braam, Katja和Engelbert, Raoul",标题="严肃游戏对增加慢性疾病儿童身体活动的有效性:系统评价与元分析",期刊="J Med Internet Res",年="2020",月="Apr",日="1",卷="22",数="4",页="e14549",关键词="电子游戏;电脑游戏;儿科;慢性疾病;运动疗法;背景:体育活动(PA)对慢性疾病儿童很重要。严肃的游戏可能有助于提高这些孩子的PA水平。目的:本系统综述的主要目的是评估严肃游戏对慢性疾病儿童PA水平的影响。方法:系统检索PubMed、EMBASE、PsycINFO、ERIC、Cochrane Library和CINAHL上1990年1月至2018年5月发表的文章。随机对照试验和对照临床试验都包括在内,以检查严肃游戏对患有慢性疾病的儿童PA水平的影响。 Two investigators independently assessed the intervention, methods, and methodological quality in all articles using the Cochrane risk of bias tool. Both qualitative and quantitative analyses were performed. Results: This systematic review included 9 randomized controlled trials (886 participants). In 2 of the studies, significant between-group differences in PA levels in favor of the intervention group were reported. The meta-analysis on PA levels showed a nonsignificant effect on moderate to vigorous PA (measured in minutes per day) between the intervention and control groups (standardized mean difference 0.30, 95{\%} CI --0.15 to 0.75, P=.19). The analysis of body composition resulted in significantly greater reductions in BMI in the intervention group (standardized mean difference --0.24, 95{\%} CI --0.45 to 0.04, P=.02). Conclusions: This review does not support the hypothesis that serious games improve PA levels in children with a chronic disease. The meta-analysis on body composition showed positive intervention effects with significantly greater reductions in BMI in favor of the intervention group. A high percentage of nonuse was identified in the study of serious games, and little attention was paid to behavior change theories and specific theoretical approaches to enhance PA in serious games. Small sample sizes, large variability between intervention designs, and limited details about the interventions were the main limitations. Future research should determine which strategies enhance the effectiveness of serious games, possibly by incorporating behavior change techniques. ", issn="1438-8871", doi="10.2196/14549", url="//www.mybigtv.com/2020/4/e14549", url="https://doi.org/10.2196/14549", url="http://www.ncbi.nlm.nih.gov/pubmed/32234697" }
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