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首页> 外文期刊>International Journal of Environmental Research and Public Health >Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies
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Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies

机译:活动视频游戏对儿童和青少年体重指数的影响:系统评价和荟萃分析评估基础研究的质量

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Objective: To study the impact of active video games on Body Mass Index (BMI) in children and adolescents. Design and Methods: A systematic review and meta-analysis. Data were pooled in meta-analysis using the method of random effects or fixed effects, as appropriate, after examination of statistical heterogeneity. Data sources and eligibility criteria for selecting studies. A comprehensive literature research was conducted in Medline (PubMed), ISI web of Knowledge, and SCOPUS up to April 2018, in relation to clinical trials (both controlled and non-controlled) in children and adolescents, whose intervention was based on active video games. Results: The overall intragroup effect of the intervention based on active video games was in favor of the intervention, reaching statistical significance using the fixed effects model: (standardized mean difference (SMD) = ?0.138; 95% CI (?0.237 to ?0.038), p = 0.007 and was of borderline statistical significance in the random effects model: SMD= ?0.191; 95% CI (?0.386 to 0.003), p = 0.053. The individual results of the determinations of the 15 included studies for this analysis showed a high heterogeneity among them (I 2 = 82.91%). When the intervention was applied to children and adolescents with greater than or equal to 85 (overweight or obese) BMI percentile showed a greater effect in favor of the active video games: SMD= ?0.483, p = 0.012. The overall intra-group effect in the control group was close to zero (SMD = 0.087). With respect to the non-standardized mean difference (MD) between groups, it was also in favor of active video games for both BMI (Kg/m 2 ): DM = ?0.317, 95% CI (?0.442 to ?0.193), p = 0.001 and BMI z-score: DM = ?0.077, 95% CI (?0.139 to ?0.016), p = 0.013. Conclusions: Our meta-analysis show a statistically significant effect in favor of using active video games on BMI in children and adolescents. The clinical relevance of this positive effect must be evaluated.
机译:目的:研究活动视频游戏对儿童和青少年的身体质量指数(BMI)的影响。设计与方法:系统评价和荟萃分析。在检查统计异质性后,使用随机效应或固定效应的方法(酌情纳入)在荟萃分析中汇总数据。选择研究的数据来源和资格标准。截至2018年4月,在Medline(PubMed),ISI知识网络和SCOPUS上进行了有关儿童和青少年的临床试验(包括对照和非对照)的全面文献研究,其干预基于有效的视频游戏。结果:基于活跃视频游戏的干预的总体组内效应支持干预,使用固定效应模型达到统计学显着性:(标准化平均差异(SMD)= 0.138; 95%CI(0.237至0.038) ),p = 0.007,在随机效应模型中具有临界统计意义:SMD = 0.191; 95%CI(?0.386至0.003),p =0.053。15个测定的单独结果包括该分析的研究表现出较高的异质性(I 2 = 82.91%)。当干预措施应用于年龄大于或等于85(超重或肥胖)的儿童和青少年时,BMI百分位数显示出对活动视频游戏的更大影响:SMD = = 0.483,p = 0.012。对照组的整体组内效应接近于零(SMD = 0.087)。关于各组之间的非标准化平均差异(MD),它也倾向于积极两个BMI(Kg / m 2)的视频游戏:DM =?0.317,95%C I(0.442至0.193),p = <0.001,BMI z评分:DM = 0.077,95%CI(0.139至0.016),p = 0.013。结论:我们的荟萃分析显示出统计学上的显着效果,有利于对儿童和青少年的BMI使用主动视频游戏。必须评估这种积极作用的临床意义。

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