Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study
By L. Graves, G. Stratton, N. Ridgers, N. Cable. British medical journal, 2007
378 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Physiology, Public Health, Environmental and Occupational Health
View Paper: https://www.semanticscholar.org/paper/34b3cec53ec0eda4ebeceea4a206094a68ddf17e
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Citations in the corpus
- Active video games to promote physical activity in children and youth: a systematic review. (2010, background): “Energy expenditure, when adjusted for body composition, seems to be comparable for overweight and nonoverweight participants(38,39) but may be higher for boys than for girls.(30,31,35) Sustained vigorous activity (eg, 6 metabolic equivalents of task) was generally not elicited during AVG play.”
- Why so serious? On the relation of serious games and learning (2010, background): “For health games, Susi et al. (2007) list the subgroups of exergaming (Graves et al. 2007), health education (Liebermann 1997), biofeedback (Raposa, 2003) and therapy (Griffitths 2003).”
- Sedentary behavior and dietary intake in children, adolescents, and adults. A systematic review. (2011, neutral): “If more active computer games are undertaken in place of seated games, sedentary time could be reduced, energy expenditure will rise, 77 and consumption of unhealthy foods and drinks may decrease.”
- Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games (2011, neutral): “18,19 However, one report 18 was fur-therexcludedasitreportedthesameresultsasinanotherstudy.”