ISSN 1671-3710
CN 11-4766/R
主办:中国科学院心理研究所
出版:科学出版社

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体感游戏对儿童青少年执行功能的干预效果及机制

刘涵慧, 吴际, 葛雪景, 李会杰   

  1. 中国青年政治学院青少年工作系, 北京 1000861 中国
    中国科学院心理研究所, 北京 100101 中国
    中国科学院大学心理学系, 北京 100049 中国
  • 收稿日期:2025-09-01 修回日期:2026-06-08 接受日期:2026-06-11
  • 基金资助:
    国家自然科学基金面上项目(32471121)

The Intervention Effects and Mechanisms of Exergaming on Executive Function in Children and Adolescents

  1. , 1000861, China
    , 100101, China
    , 100049, China
  • Received:2025-09-01 Revised:2026-06-08 Accepted:2026-06-11

摘要: 近年来,儿童青少年身体活动不足与屏幕时间增加的问题日益突出,对其身心健康和执行功能发展产生了深远影响。体感游戏作为一种融合身体运动与认知挑战的创新干预手段,逐渐展现出在提升儿童青少年执行功能方面的潜力。在梳理体感游戏干预范式基础上,重点探讨了体感游戏干预对儿童青少年执行功能的改善效果及其作用机制。体感游戏通过生理唤醒、认知参与和神经重塑等多重机制,显著提升了儿童青少年的抑制控制、工作记忆和认知灵活性,尤其在短期及长期干预中效果更为显著。现有证据表明,干预效果受年龄、认知基线、体重、游戏认知负荷、运动强度、互动方式及干预场景等多重因素的调节。相较于既有元分析,本文进一步构建了“三路径协同假设模型”,整合了生理、认知与神经机制,并系统梳理了从个体特征到环境因素的调节变量,为理解干预效果的异质性提供了统一解释框架。未来研究需进一步开发个性化与定制化体感游戏、探索体感游戏干预的“剂量-反应”关系模型、拓展虚拟现实技术应用、增强体感游戏干预研究的外部效度,并深入整合认知、生理与神经机制,构建统一的理论解释模型,以推动体感游戏在儿童青少年认知健康促进领域的科学化与精准化应用。

关键词: 体感游戏, 干预, 执行功能, 儿童青少年

Abstract: In recent years, the growing issues of insufficient physical activity and increased screen time among children and adolescents have had a profound impact on their physical and mental health, as well as the development of executive functions. As an innovative intervention that integrates physical movement with cognitive challenges, exergaming has gradually shown promising potential in enhancing executive function in this population. Based on a comprehensive review of exergaming intervention paradigms, this paper focuses on the effectiveness and underlying mechanisms of exergaming in improving executive functions among children and adolescents. Research has shown that exergaming can significantly enhance inhibitory control, working memory, and cognitive flexibility through multiple mechanisms, including physiological arousal, cognitive engagement, and neural plasticity, with particularly notable effects observed in both short-term and long-term interventions. Existing evidence indicates that intervention outcomes are moderated by multiple factors such as age, baseline executive function, body weight, cognitive load of the game, exercise intensity, interaction mode, and intervention setting. Compared with existing meta-analyses, this paper further constructs a “Triple-Path Synergistic Hypothesis Model,” which integrates physiological, cognitive, and neural mechanisms, and systematically organizes moderating variables ranging from individual characteristics to environmental factors, providing a unified explanatory framework for understanding the heterogeneity of intervention effects. Future studies should further focus on developing personalized and customized exergames, exploring the dose-response relationship of exergaming interventions, expanding the application of virtual reality technologies, enhancing the external validity of exergaming research, and deeply integrating cognitive, physiological, and neural mechanisms to construct a unified theoretical explanatory model. These efforts will promote the scientific and precise application of exergaming in the field of cognitive health promotion among children and adolescents.

Key words: exergaming, intervention, executive function, children and adolescents