- Using exercise-based games at home helps children reduce BMI and improve physical activity levels, along with boosting cardiometabolic health.
- Adherence is quite high.
Why this matters
- Children in the digital age need effective options to promote physical activity and curb obesity.
- Adherence was 94.4%.
- Intervention vs controls (an outlier excluded):
- BMI z-score change (standard error; SE): −0.06 (0.03) vs 0.03 (0.03); P=.016.
- BMI z-score in intent-to-treat analysis: −0.06 (0.03) vs 0.02 (0.03); P=.065.
- Intervention also significantly improved:
- Systolic BP (percentile, SE): −5.0 (5.1) vs 10.9 (5.0), P=.036;
- Diastolic BP (percentile, SE): −7.4 (4.3) vs 8.3 (4.2), P=.017;
- Total cholesterol (mg/dL, SE): −7.1 (3.5) vs 6.7 (3.5), P=.011;
- Low-density lipoprotein cholesterol (mg/dL, SE): −4.9 (3.1) vs 7.4 (3.1), P=.010; and
- Physical activity (minutes/day): 3.6 (3.4) vs −7.8 (3.2), P=.028.
- Favorite exergames: Kinect Sports Season 2, Just Dance 3.
- Randomized controlled trial, 46 children with overweight/obesity.
- Intervention (23 children, their families) was 24-week exergaming (1 hour/session, 3x/week) vs control (no behavioral changes; 23 children, their families).
- Video chat for telehealth coaching.
- Outcome: BMI z-score.
- Funding: NIH, American Heart Association.
- Small sample size, although power was sufficient for primary outcome.
- Adherence to gaming at home based on self-report.