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Title: Are active video games useful to combat obesity?

Author
item BARANOWSKI, TOM - Children'S Nutrition Research Center (CNRC)

Submitted to: The American Journal of Clinical Nutrition
Publication Type: Other
Publication Acceptance Date: 3/15/2015
Publication Date: 6/1/2015
Citation: Baranowski, T. 2015. Are active video games useful to combat obesity?. American Journal of Clinical Nutrition. 101(6):107-8.

Interpretive Summary:

Technical Abstract: There has been a lot of interest in active video games (AVGs), sometimes called exergames, as a source of physical activity (PA). AVGs were originally designed and sold as an entertainment medium with the objective of making a profit. Members of the public health and kinesiology communities saw the potential to increase PA by using AVGs. A key issue is whether AVGs, which generally (but not always) promote indoor/in-home PA, would be useful in combating the obesity epidemic. In-home activity has generally been ignored by obesity prevention interventions, thereby perhaps providing a unique niche for AVGs, especially for children who live in unsafe neighborhoods and are not allowed outside to play. Research has identified a variety of enhancements that could be incorporated that would likely increase PA from AVGs. Recent innovations in games in general and in AVGs in particular have been astounding. New technology (e.g., sensors) may come bundled with AVGs that further enhance their PA potential, when we learn how best to use them. It has been difficult for researchers to stay ahead of the possible contributions of the many innovations that are occurring with AVGs. Some of us believe that the future of AVGs to enhance PA is bright, but the research needs to clarify the extent of, and limits on, their contribution.