active video games
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Author(s):  
Nora Suleiman‐Martos ◽  
Rubén García‐Lara ◽  
Luis Albendín‐García ◽  
José L. Romero‐Béjar ◽  
Guillermo A. Cañadas‐De La Fuente ◽  
...  

2021 ◽  
Vol 10 (16) ◽  
pp. e467101624066
Author(s):  
Maria Luísa Melo Barbosa ◽  
Luís Felipe Melo Barbosa ◽  
Ciane de Jesus Gomes Vieira ◽  
Auxiliadora Damianne P. V. Costa ◽  
Luiz Rodrigo Augustemak de Lima ◽  
...  

Objective: the aim of our study was to assess the effect of a physical activity that uses active video games in body composition, physical fitness, cardiovascular and biochemical parameters with sedentary adolescents. Methods: a non-controlled clinical trial design with a convenience sample of adolescents, separately, from ages ten to 17, of both genders. The intervention protocol consisted of physical activity with active video games (AVG), lasting two months, in 24 sessions, evolving into three levels (basic, intermediate and advanced) according to the maximum heart rate of the individuals. The adolescents’ body composition, physical fitness, cardiovascular and biochemical parameters were assessed. Data analysis was performed with a 95% confidence interval. Results: among the 14 adolescents that completed the physical training, we observed a improvement of muscle resistance (Δ= 8.26; p= 0.02) and decrease in post-exercise heart rate and systolic blood pressure (p< 0.01). However, were found a non-significant decrease in body fat percentage (Δ= -3.83; p= 0.24) and strength (Δ= 4.26; p= 0.57). A high level of satisfaction with the proposed activity was identified. Conclusion: a physical activity program based on AVG can reduce cardiovascular risk factors and improve muscle resistance in sedentary adolescents.


2021 ◽  
Author(s):  
Nazaret Gomez del Rio ◽  
Carina S. Gonzalez-Gonzalez ◽  
Francisco J. Garcia-Penalvo

2021 ◽  
Author(s):  
Cristina Comeras-Chueca ◽  
Lorena Villalba-Heredia ◽  
Jose Luis Perez-Lasierra ◽  
Gabriel Lozano-Berges ◽  
Angel Matute-Llorente ◽  
...  

BACKGROUND Childhood overweight and obesity have become a major global health problems and have been shown to be negatively related with cardiorespiratory fitness (CRF) level in school children and adolescents. Exercise, specifically multi-component training, is effective on CRF improvement but the main challenge is to ensure adherence to exercise in children with overweight and obesity. Therefore, the implementation of new ways of exercising more attractive and motivational for this population is needed and playing or training with active-video games (AVG) have been proposed as a good alternative because require full-body movement and therefore increase energy expenditure. OBJECTIVE The main aim of this study was to investigate the effects of an AVG intervention combined with multicomponent training on CRF at both maximal and submaximal intensities in children with overweight or obesity. In addition, the study aims to examine the relationships between body composition and CRF variables in children with overweight and obesity. METHODS 28 children (13 girls) aged 9 to 11 years with overweight or obesity were divided into two groups, an intervention group (n=20) that participated in a 5-month AVG exercise program combined with multicomponent exercise, and a control group (n=8) that continued their daily activities without modification. A maximal stress test to measure CRF using a walking-graded protocol with respiratory gas-exchange was performed by the participants. RESULTS AVG group showed a significant decrease of the AVG group on HR and VO2 for the same intensities on the submaximal stages of the maximal treadmill test, showing also lower VO2 percentage according to their individual maximal oxygen uptake, while the control group did not show overall changes. No change in VO2peak was found. CONCLUSIONS A 5-month intervention of AVG combined with multicomponent exercise had positive effects on CRF at submaximal intensity, showing lower HR and VO2 at the same intensities and displaying a lower VO2 percentage according to their individual VO2peak. Greater benefits were found in children with the highest fat percentage. CLINICALTRIAL Identification number in clinicaltrials.gov: NCT04418713


Author(s):  
Cristina Comeras-Chueca ◽  
Jorge Marin-Puyalto ◽  
Angel Matute-Llorente ◽  
German Vicente-Rodriguez ◽  
Jose A. Casajus ◽  
...  

(1) Background: Poor levels of physical fitness and motor skills are problems for today’s children. Active video games (AVG) could be an attractive strategy to help address them. The aim was to investigate the effects of AVG on health-related physical fitness and motor competence in children and adolescents with healthy weight. (2) Methods: Randomized and non-randomized controlled trials investigating the effects of AVG programs on health-related physical fitness and motor competence were included. Two different quality assessment tools were used to measure the risk of bias. Twenty articles met the inclusion criteria and the variables of interest were body mass index (BMI), body fat, cardiorespiratory fitness (CRF), muscular fitness and motor competence. (3) Results: AVG interventions seem to have benefits in BMI when lasting longer than 18 weeks (SMD, −0.590; 95% IC, −1.071, −0.108) and in CRF (SMD, 0.438; 95% IC, 0.022, 0.855). AVG seems to be a promising tool to improve muscular fitness and motor competence but the effects are still unclear due to the lack of evidence. (4) Conclusions: AVG seem to be an effective tool for improving some components of health-related physical fitness and motor competence in healthy-weight children and adolescents, but the effect on some fitness components needs further research. Therefore, AVG may be included as a strategy to improve health.


2021 ◽  
Author(s):  
Cristina Comeras-Chueca ◽  
Jorge Marin-Puyalto ◽  
Angel Matute-Llorente ◽  
German Vicente-Rodriguez ◽  
Jose Antonio Casajus ◽  
...  

BACKGROUND Childhood obesity is one of the most important public health problems of the 21st century and active-video games have been proposed as a good alternative to exercise and are being investigated to find out their effectiveness against childhood obesity. OBJECTIVE to summarize the current research and extract conclusions about the effects of active video games on health-related physical fitness and motor competence in children and adolescents with overweight and obesity. METHODS The search strategy was applied to PubMed, Medline, Web of Science and SPORTDiscus, including randomized and non-randomized controlled trials investigating the effects of programs using active video games on health-related physical fitness and motor competence of children and adolescents with overweight and obesity. Two different quality assessment tools were used to measure the risk of bias for randomized and non-randomized controlled trials. Fifteen articles met the inclusion criteria and the variables of interest were body mass index, body fat percentage, cardiorespiratory fitness, waist circumference, fat-free mass, muscular fitness and motor competence. A meta-analysis was performed. RESULTS Positive effects were found for body mass index and body fat percentage, favouring the active video games group compared with a control group with no intervention (MD, -0.209; 95% IC, -0.388, -0.031; an d MD, -0.879; 95% IC, -1.138, -0.602, respectively). Positive effects seem to be found for cardiorespiratory fitness. The effects of interventions with active video games on muscular fitness, fat-free mass and waist circumference and motor competence are unclear. CONCLUSIONS Programs using active video games showed positive effects on body mass index, body fat percentage and cardiorespiratory fitness. Active video games could be a good strategy to fight against childhood obesity. CLINICALTRIAL A protocol was registered in the International Prospective Register of Systematic Reviews, PROSPERO (CRD42020189138).


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