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. 2019 Jan 16;19:22. doi: 10.1186/s12887-018-1381-7

Table 2.

Details of the video game interventions in included articles

Author VG equipment Session duration Frequency VG intervention duration VG intervention setting
Ashkenazi et al. [35] PlayStation2 EyeToya 60mins (45mins video games)b 1x week (total of 10 sessions) 12 weeks Unclear
Bonney et al. [36] Nintendo Wiid 45mins 1x week 14 weeks School
Bonney et al. [37] Nintendo Wii 20mins 2x week 5 weeks School
Bonney et al. [38] Nintendo Wii 20mins 2x week 5 weeks School
Bonney et al. [39] Nintendo Wiid 45mins 1x week 14 weeks School
Ferguson et al. [40] Nintendo Wii 30mins 3x week 6 weeks School
Hammond et al. [41] Nintendo Wii 10mins 3x week 4 weeks School
Howie et al. [42] PlayStation3 Move and Eye, Xbox 360 Kinect Minimum of 20mins Most days (minimum of 4–5 days) 16 weeks Home-based
Jelsma et al. [43] Nintendo Wii 30mins 3x week 6 weeks Schoolc
Jelsma et al. [44] Nintendo Wii 30mins 3x week 6 weeks Schoolc
Ju et al. [45] Nintendo Wiie 45mins 3x week 4 weeks Schoolc
Mombarg et al. [46] Nintendo Wii 30mins 3x week 6 weeks School
Smits-Engelsman et al. [48] Nintendo Wii 20mins 2x week 5 weeks School
Smits-Engelsman et al. [47] Nintendo Wii 20mins 2x week 5 weeks School
Straker et al. [49] PlayStation3 Move and Eye, Xbox 360 Kinect Minimum of 20mins Most days (minimum of 4–5 days) 16 weeks Home-based

VG, video game; asome games played with parents, some on different surfaces to increase instability; blast 15 min of session was for goal-directed tasks (e.g. riding a bicycle) and as such video games were only played for 45 min per session; cdetermined after contacting author; dintervention with the Nintendo Wii also included weighted backpacks to augment body mass and a wooden platform to raise the centre of mass; eused custom-made games that integrated with the Nintendo Wii