98%
921
2 minutes
20
Background: Sedentary, digital screen time in children represents a major concern due to its detrimental effect on children's development. Nowadays, however, advances in technology allow children to actively interact with a digital screen using their whole body (e.g., exergaming), providing potential for movement learning. Exergaming technology may prove valuable in supporting children's development of foundational movement skills (FMS).
Objective: To examine the impact of exergaming technology on the development of FMS in children 3-12 years through a skill acquisition lens.
Methods: Systematic review and meta-analysis were conducted following the PRISMA guidelines. Web of Science, PubMed, PsycINFO and SPORTDiscus databases were searched between 2007 and 2022. Studies were eligible if they conducted an exergaming intervention to improve FMS in typically developing children aged three to twelve with a control group, using a baseline and post-intervention assessment design. FMS outcomes were pooled with a random effects model.
Results: Nine trials (4 RCTs, 2 cluster RCTs and 3 non-randomized trials) of varying methodological quality (2 had low, 6 had some concerns, and 1 had a high risk of bias) were included, with a total of 783 participants. FMS outcome measures across studies comprised object control skills, locomotor skills, coordination, agility, balance and balance-related skills. The meta-analysis included showed a small positive effect in favor of the exergaming intervention (r = 0.24 [95% confidence interval: 0.11-0.36]).
Conclusion: Our results indicate that screen-based technology that requires an active engagement of the child can promote the development of FMS. Considering that FMS are the foundation of a child's physical, mental, health and academic development, this finding could lead to a reshaping of the perception of digital screen-based technology and the role this should play in children's lives. We speculate that the observed benefits most likely depend upon the quality of information-movement coupling specificity and the motor learning strategies built into the exergame and/or the intervention design. We do not believe this is dependent on the type of FMS being performed or the amount of practice. We recommend therefore that future research should examine how practitioners (school teachers, coaches and parents) can facilitate the interaction between a child and exergaming technology.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC9756923 | PMC |
http://dx.doi.org/10.1186/s40798-022-00534-8 | DOI Listing |
Healthc Technol Lett
September 2025
Lab of Medical Physics and Digital Innovation, School of Medicine Aristotle University of Thessaloniki Thessaloniki Greece.
Healthcare systems across Europe and globally are increasingly challenged by the need to deliver high-quality, coordinated care for complex patient populations, such as those living with chronic heart failure (CHF). Many national healthcare policies consider the adoption and implementation of patient-centred and interoperable information communication technologies-enabled solutions offered in a single digital platform as a key facilitator towards the transition to integrated and coordinated care. Aiming to support CHF patients and to assist their management, in this paper, we present CareCardia, a modular digital solution designed to support the comprehensive management of CHF.
View Article and Find Full Text PDFAlzheimers Res Ther
September 2025
Motor Control and Learning Group, Institute of Human Movement Sciences and Sport, Department of Health Sciences and Technology, ETH Zurich, Leopold-Ruzicka-Weg 4, Zurich, 8093, Switzerland.
Introduction: Exergame-based training is emerging as the most effective exercise modality for improving cognition, yet its neural correlates remain largely unexplored. This study explored gray matter (GM) and white matter (WM) changes following the addition of ‘Brain-IT’ training to usual care in mild neurocognitive disorder (mNCD) and their associations with cognitive performance changes.
Methods: We included 41 participants with mNCD, randomized to either the intervention (‘Brain-IT’ training + usual care) or the control (usual care only) group.
Contemp Clin Trials
September 2025
School of Computer Science, University of Galway, Galway, Ireland.
Osteoporosis is a major bone disease, affecting more than 200 million people globally. Physical exercise is a powerful non-pharmaceutical fracture prevention strategy for people with osteoporosis or those at risk of falls. However, the participation in and adherence to an exercise regimen by older adults is often low due to a lack of motivation, a fear of falling, safety and/or cost.
View Article and Find Full Text PDFInteract J Med Res
August 2025
Department of Exercise and Health Sciences, Manning College of Nursing and Health Sciences, University of Massachusetts Boston, 100 Morrissey Boulevard, Boston, MA, 02125, United States, 1 617-287-4867.
Background: Exergaming, the combination of exercise and gaming, has emerged as an important area in physical activity (PA) research. By leveraging advances in video game technology, exergaming supports both physical and mental health. This growing interest in exergaming has increasingly attracted researchers over the years.
View Article and Find Full Text PDFInt J Behav Nutr Phys Act
August 2025
Department of Applied Human Sciences, University of Minnesota Duluth, Minnesota, USA.
Background: Rapid technological advancements have rendered many prior reviews of technology-integrated physical activity (PA) interventions in K-12 schools obsolete. A comprehensive analysis examining both the effects of these interventions and the specific roles that technology plays has been notably lacking. This review aimed to systematically examine the effects of technology-infused PA interventions and identify the specific types, roles, and contextual applications of technology within K-12 schools.
View Article and Find Full Text PDF