scholarly journals Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study

Author(s):  
Félix Zurita-Ortega ◽  
Ramón Chacón-Cuberos ◽  
Manuel Castro-Sánchez ◽  
Francisco Gutiérrez-Vela ◽  
Gabriel González-Valero
Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1266
Author(s):  
Carina S. González-González ◽  
Nazaret Gómez del Río ◽  
Pedro A. Toledo-Delgado ◽  
Francisco José García-Peñalvo

Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solutions were applied in an intervention program based on active video games and motor games, developed with children in treatment for childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning, and behavior changes in the children of the experimental group that developed the intervention. The results showed a high index of satisfaction with the intervention program, as well as with the games developed. It is concluded that active video games and group games are highly motivating and can promote behavior change towards healthier life habits in children.


PLoS ONE ◽  
2013 ◽  
Vol 8 (6) ◽  
pp. e65351 ◽  
Author(s):  
Allana G. LeBlanc ◽  
Jean-Philippe Chaput ◽  
Allison McFarlane ◽  
Rachel C. Colley ◽  
David Thivel ◽  
...  

2018 ◽  
Vol 16 (2) ◽  
pp. 51-55
Author(s):  
Catiana Leila Possamai Romanzini ◽  
Beatriz Lara Leile Pavanello ◽  
Kessi Cassiane Iarosz ◽  
Vinícius Zandonadi Pires

Estratégias de intervenção que utilizam exergames que visam o estímulo à prática de atividade física, bem como à redução do tempo em comportamento sedentário, parecem ser caminhos promissores para lidar com o aumento das taxas de obesidade. Este foi o intuito do Projeto de Extensão “Exergaming para a saúde: intervenção para o controle do peso corporal em adolescentes utilizando videogames ativos”, contemplado com fomento do MEC/PROEXT no ano de 2013. O objetivo do estudo foi verificar o efeito de uma intervenção de oito semanas com videogames ativos sobre variáveis relacionadas ao peso corporal de adolescentes. Foi realizado um estudo piloto de intervenção de oito semanas com duração de 60 minutos por sessão, com uso dos exergames. Participaram do estudo oito escolares, com média de idade de 11,5±0,5 anos. Medidas antropométricas antes e após a intervenção foram realizadas. Utilizou-se a estatística descritiva e o teste t pareado, no SPSS 20.0 com nível de significância de p0,05. Observou-se que houve diferença estatisticamente significativa somente na circunferência de cintura (cm) com redução de 2,8 cm (p = 0,028). As demais variáveis analisadas não foram diferentes. O estudo piloto de uma intervenção de oito semanas com videogames ativos demonstrou possibilidade de redução de medidas antropométricas, tais como a circunferência de cintura dos adolescentes. Sugere-se que novos estudos com exergames tenham enfoque neste desfecho em um período mais longo de intervenção e/ou com maior número de sessões durante a semana.ABSTRACT. Intervention for the control of body weight in adolescents using active video games: a pilot study. Intervention strategies that use exergames that aim to stimulate the practice of physical activity, as well as the reduction of the time in sedentary behavior, through promising ways to deal with the increase of obesity rates. This is the way of Extension Project “Exergaming for health: intervention for the control of body weight in adolescents using active video games”, with fomentation of MEC/PROEXT in 2013. The aim of this study was to verify the effect of an eight-week intervention with active video games on variables related to adolescent body weight. An eight-week intervention study with a duration of 60 minutes per session, with use of exergames was performed. Eight schoolchildren participated, with mean age of 11.5±0.5 years. Anthropometric measures before and after the intervention were performed. Descriptive statistics and the non-parametric equivalent of paired t-test were used in SPSS 20.0 with significance level of p0.05. It was observed that there was a significant difference only in waist circumference (cm) with a reduction of 2.8 cm (p = 0.028). The other variables analyzed were not different. The pilot study of an eight-week intervention with active videogames demonstrated the possibility of reducing anthropometric measures, such as the waist circumference of adolescents. We suggested that new studies with exergames focus on this outcome over a longer period of intervention and/or with a larger number of sessions during the week. 


2018 ◽  
Vol 3 (1) ◽  
pp. 79-83 ◽  
Author(s):  
Jorge Luiz Brito-Gomes ◽  
Leonardo dos Santos Oliveira ◽  
Raphael José Perrier-Melo ◽  
Juliette, Noadya Costa Santos ◽  
Fernando José de Sá Pereira Guimarães ◽  
...  

Author(s):  
Cliona Ni Mhurchu ◽  
Ralph Maddison ◽  
Yannan Jiang ◽  
Andrew Jull ◽  
Harry Prapavessis ◽  
...  

Author(s):  
Isis Kelly dos Santos ◽  
Rafaela Catherine da Silva Cunha de Medeiros ◽  
Jason Azevedo de Medeiros ◽  
Paulo Francisco de Almeida-Neto ◽  
Dianne Cristina Souza de Sena ◽  
...  

The aim of this study was to synthesize the evidence on the effects of active video games (AVGs) on mental health, physical fitness and body composition of children and adolescents. A search was conducted in the following databases: PubMed; MEDLINE (by Ovid); SportDiscus, Cochrane library systematic reviews (CENTRAL) and EMBASE with no language restrictions during October 2020. Reviews on the use of AVGs were included in the study. We use the AMSTAR (A MeaSurement Tool to Assess systematic Reviews) scale to analyze the methodological quality of the studies. Seventeen systematic reviews and meta-analyzes were included on the effects of AVGs with 30 to 4728 children and adolescents of both sexes with ages ranging from 6 to 19 years. In five studies, the population was overweight or obese. Regarding the quality, 12 studies were of moderate quality, two had high quality, two had low quality and one showed very low quality. The analyzed data indicate that the use of AVGs with a frequency of 1 to 3 times a week with durations of between 10 and 90 min per day shows positive effects on mental health and physical functioning. There was moderate quality evidence that AVGs can result in benefits for self-esteem, increased energy expenditure, physical activity and reduced body mass index in children and adolescents who used AVGs in the home environment. Further research is needed on this tool to help in the process of social isolation and consequently in promoting health and well-being.


2015 ◽  
Vol 69 (11) ◽  
pp. 1267-1271 ◽  
Author(s):  
J P Chaput ◽  
C Schwartz ◽  
Y Boirie ◽  
M Duclos ◽  
A Tremblay ◽  
...  

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