Physical and motivational effects of Exergames in healthy adults-A scoping review.

IF 2.6 3区 综合性期刊 Q1 MULTIDISCIPLINARY SCIENCES PLoS ONE Pub Date : 2025-02-07 eCollection Date: 2025-01-01 DOI:10.1371/journal.pone.0312287
Katrin Hoffmann, Josef Wiemeyer, Anna Lisa Martin-Niedecken
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Abstract

Exergames have the potential to be used as physical-cognitive training tools. Although numerous studies investigated the physical and motivational effects of Exergaming, a comprehensive summary of training effects in healthy adults is still missing. This scoping review aims to identify available evidence and research gaps on absolute and relative effects of Exergame training on physical indicators (effectiveness) and motivation (attractiveness) compared to no or conventional training in healthy adults. A systematic literature search was performed in EBSCOhost, WoS CC, SURF, and Science Research for studies meeting the following criteria: a) randomized controlled trials with Exergames compared to conventional training and/ or no treatment; b) healthy adults (age: 18 to 64 years); c) Exergame training interventions; d) assessment of pre-post differences, primary outcomes: endurance, strength, flexibility, speed, balance, sensorimotor coordination, sports skills, player experience; secondary outcomes: adverse events, physical activity level, attitudes, and knowledge. Methodological quality of included studies was assessed using the PEDro Scale. Charted data were categorized according to the PICOS framework. Mean differences, 95% confidence intervals, and effect sizes (ES) were calculated for continuous outcomes. Evidence Maps were created to illustrate the estimated Risk of Bias, estimated effect, and sample sizes. Eighteen publications with 907 participants were included. The number of studies per outcome was low (2 to 9balance:). Studies on coordination and knowledge were lacking. No study analyzed the relative effects of speed training with Exergames. Absolute effects of Exergame training ranged from no to large effects. Significant ES were consistently found for skill training. Negative effects were found for individual parameters. Relative effects of Exergame training ranged from no to large effects (one exception). A moderate absolute effect favoring traditional training was found for skill training. The remaining results suggest that Exergaming elicited similar training effects compared to conventional training. A high variance of applied training, corresponding training parameters (FITT-VP), outcome measures, as well as methodological deficits and incomplete reporting were identified in included studies. Therefore, a lack of high-quality studies and reviews was identified. Future research should conduct high quality RCT studies analyzing the effectiveness and attractiveness in Exergames. In addition, more suitable, well-designed Exergames should be developed.

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运动游戏对健康成人身体和动机的影响——范围综述
运动游戏有可能被用作身体认知训练工具。尽管许多研究调查了运动对身体和动机的影响,但对健康成年人的训练效果的全面总结仍然缺失。本综述的目的是确定现有的证据和研究差距,在健康成人中,与不训练或常规训练相比,Exergame训练对身体指标(有效性)和动机(吸引力)的绝对和相对影响。我们在EBSCOhost、WoS CC、SURF和Science Research中进行了系统的文献检索,以寻找符合以下标准的研究:A)与常规训练和/或不治疗相比,使用Exergames的随机对照试验;B)健康成人(年龄:18至64岁);c)游戏训练干预;D)评估前后差异,主要结果:耐力、力量、柔韧性、速度、平衡、感觉运动协调、运动技能、运动员经验;次要结局:不良事件、身体活动水平、态度和知识。采用PEDro量表评估纳入研究的方法学质量。根据PICOS框架对图表数据进行分类。计算连续结果的平均差异、95%置信区间和效应量(ES)。创建证据图来说明估计的偏倚风险、估计的效应和样本量。纳入18份出版物,共907名参与者。每个结果的研究数量很低(2到9个平衡:)。缺乏关于协调和知识的研究。没有研究分析速度训练与Exergames的相对效果。Exergame训练的绝对效果从没有到很大的效果不等。在技能训练中均发现显著的ES。个别参数有负面影响。Exergame训练的相对影响范围从没有到很大的影响(一个例外)。传统训练对技能训练有中等的绝对效应。其余的结果表明,与常规训练相比,练习游戏产生了相似的训练效果。在纳入的研究中发现了应用训练、相应训练参数(FITT-VP)、结果测量、方法学缺陷和报告不完整的高方差。因此,缺乏高质量的研究和综述。未来的研究应进行高质量的RCT研究,分析Exergames的有效性和吸引力。此外,应该开发更多适合的、设计良好的游戏。
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来源期刊
PLoS ONE
PLoS ONE 生物-生物学
CiteScore
6.20
自引率
5.40%
发文量
14242
审稿时长
3.7 months
期刊介绍: PLOS ONE is an international, peer-reviewed, open-access, online publication. PLOS ONE welcomes reports on primary research from any scientific discipline. It provides: * Open-access—freely accessible online, authors retain copyright * Fast publication times * Peer review by expert, practicing researchers * Post-publication tools to indicate quality and impact * Community-based dialogue on articles * Worldwide media coverage
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