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Background: Obesity is quickly turning into a global pandemic that affect children, adolescents, and adults. The two most common contributing variables such as a poor diet and a sedentary lifestyle may be the cause of this. Due to the fact that children and teenagers are more likely to engage in play activities, physical activity using games as exercise is an important technique to prevent and treat obesity in these populations. Objective: The aim of this paper is to gather data to assess the efficacy of various innovative technologies being used and determine whether using these technologies as therapies for pediatric obesity is feasible. Methods: The usefulness of cutting-edge gaming technology in reducing incidence was evaluated in this journal review by analysis and investigation of pertinent subjects, journal articles, and studies. To display research publications from 2012 to the present, the search criteria were created. The search started on February 10, 2023 and the following websites published articles and journal reviews were used to compile related literature: 1. Google Scholar 2. PubMed 3. ResearchGate. Additionally, reliable supporting websites that presented pertinent ideas regarding the subject were included in the search. Results: By developing games such as those based on neurocognitive characteristics that emphasize self-regulation, as well as the more recent programs that include the use of artificial intelligence that are addressing the many causes of obesity, the use of innovative gaming technology in addition to traditional exercise can help promote fitness, wellness, and optimal health among younger age groups. Conclusion: According to the publications under consideration, technology has enormous potential for managing and preventing both childhood and adolescent obesity. These studies offer compelling evidence of how technology can be used to control obesity and its subsequent comorbidities.
Obesity Adolescent Childhood Gaming Technology Artificial Intelligence Virtual Reality
Obesity Adolescent Childhood Gaming Technology Artificial Intelligence Virtual Reality
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
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