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London Researchers find digital interactive video games a benefit to health

LONDON, ON - Since the 1980’s, youth obesity rates have almost quadrupled, affecting what is now a staggering 17% of children ages 2-19. Perhaps even more frightening are the repercussions: hypertension, type II diabetes, fatty liver disease, and a host of other “adult” illnesses are now emerging in children. Many attribute these growing risks and growing waistlines to the growing popularity of screen-based activities; research suggests that 83% of American youth have at least one gaming console in their bedroom. Although this was once a troubling statistic, Dr. Femida Gwadry-Sridhar, Stacey Guy, and Alexandria Ratzki-Leewing, I-THINK researchers at Lawson Health Research Institute, suggest video games may provide a strong platform to promote youth physical activity and nutrition.

With the growing prevalence of parental time constraints, poor social support, insufficient resources, and unsafe neighborhoods, indoor activities are often the only safe, viable option for children’s play. In the past, this environment has limited young people to inactive pursuits, usually sitting on the couch or in front of a screen. Video games in particular have been known to inspire hours of uninterrupted sedentary play. With the emergence of games like Dance-Dance-Revolution and the Wii system, however, gaming entertainment has shifted towards more active alternatives. The I-THINK team members believe this growing popularity may be leveraged to target obesity prevention and self-care. 

To determine the healthy potential, researchers at I-THINK conducted a systematic literature review of active video games. Between 1998 and 2011, they identified a total of 34 studies across two categories:  physically active video games, or “exergames,” and interactive video games that don’t necessarily include a physical activity component. Although the metrics used in each study were different, the I-THINK team consistently noted that children playing active video games experienced a light to moderate increase in physical activity. Increases in exercise expenditure, heart rate, and step counts were also noted, as well as decreases in waist size, weight, and BMI.  

Although further research is needed to assess children’s engagement over time, these researchers feel the potential is promising. Some of their findings indicate the element of “team spirit” within active video games may drive sustained use, providing children with social support, camaraderie, and a healthy sense of competition. Other findings suggest a level of fun may be the most effective strategy. Regardless of the approach, the I-THINK researchers insist there is a great deal of untapped potential to be explored. 

“We will see that as we move into more of a social media world, you will have interventions that appeal to kids, and that will keep them involved on a level that they’re used to,” Guy says. “I’m looking for this review to be a call to action for researchers, to show that there is actually an opportunity to use video games to a health advantage.”

Lawson Health Research Institute. As the research institute of London Health Sciences Centre and St. Joseph's Health Care, London, and working in partnership with The University of Western Ontario, Lawson Health Research Institute is committed to furthering scientific knowledge to advance health care around the world. www.lawsonresearch.com

For more information, please contact:
Sonya Gilpin
Communications & Public Relations
Lawson Health Research Institute
519-685-8500 ext. 75852
sonya.gilpin@lawsonresearch.com
www.lawsonresearch.com

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