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Active Video Games for Improving Mental Health and Physical Fitness-An Alternative for Children and Adolescents during Social Isolation: An Overview.
Santos, Isis Kelly Dos; Medeiros, Rafaela Catherine da Silva Cunha de; Medeiros, Jason Azevedo de; Almeida-Neto, Paulo Francisco de; Sena, Dianne Cristina Souza de; Cobucci, Ricardo Ney; Oliveira, Ricardo Santos; Cabral, Breno Guilherme de Araújo Tinoco; Dantas, Paulo Moreira Silva.
Afiliación
  • Santos IKD; Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil.
  • Medeiros RCDSC; Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil.
  • Medeiros JA; Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil.
  • Almeida-Neto PF; Graduate Program in Physical Education, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil.
  • Sena DCS; Graduate Program in Physical Education, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil.
  • Cobucci RN; Biotechnology Graduate Program, Potiguar University of Rio Grande do Norte, Natal 59078-970, Brazil.
  • Oliveira RS; Department of Physical Activity, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil.
  • Cabral BGAT; Department of Physical Activity, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil.
  • Dantas PMS; Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil.
Article en En | MEDLINE | ID: mdl-33572159
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.
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Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Asunto principal: Juegos de Video Tipo de estudio: Overview / Systematic_reviews Aspecto: Determinantes_sociais_saude Límite: Adolescent / Adult / Child / Female / Humans / Male Idioma: En Revista: Int J Environ Res Public Health Año: 2021 Tipo del documento: Article País de afiliación: Brasil Pais de publicación: Suiza

Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Asunto principal: Juegos de Video Tipo de estudio: Overview / Systematic_reviews Aspecto: Determinantes_sociais_saude Límite: Adolescent / Adult / Child / Female / Humans / Male Idioma: En Revista: Int J Environ Res Public Health Año: 2021 Tipo del documento: Article País de afiliación: Brasil Pais de publicación: Suiza