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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
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...
Autores principales: | , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7915633/ https://www.ncbi.nlm.nih.gov/pubmed/33572159 http://dx.doi.org/10.3390/ijerph18041641 |
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author | dos Santos, Isis Kelly de Medeiros, Rafaela Catherine da Silva Cunha de Medeiros, Jason Azevedo de Almeida-Neto, Paulo Francisco de Sena, Dianne Cristina Souza Cobucci, Ricardo Ney Oliveira, Ricardo Santos Cabral, Breno Guilherme de Araújo Tinoco Dantas, Paulo Moreira Silva |
author_facet | dos Santos, Isis Kelly de Medeiros, Rafaela Catherine da Silva Cunha de Medeiros, Jason Azevedo de Almeida-Neto, Paulo Francisco de Sena, Dianne Cristina Souza Cobucci, Ricardo Ney Oliveira, Ricardo Santos Cabral, Breno Guilherme de Araújo Tinoco Dantas, Paulo Moreira Silva |
author_sort | dos Santos, Isis Kelly |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-7915633 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-79156332021-03-01 Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during Social Isolation: An Overview dos Santos, Isis Kelly de Medeiros, Rafaela Catherine da Silva Cunha de Medeiros, Jason Azevedo de Almeida-Neto, Paulo Francisco de Sena, Dianne Cristina Souza Cobucci, Ricardo Ney Oliveira, Ricardo Santos Cabral, Breno Guilherme de Araújo Tinoco Dantas, Paulo Moreira Silva Int J Environ Res Public Health Review 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. MDPI 2021-02-09 2021-02 /pmc/articles/PMC7915633/ /pubmed/33572159 http://dx.doi.org/10.3390/ijerph18041641 Text en © 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Review dos Santos, Isis Kelly de Medeiros, Rafaela Catherine da Silva Cunha de Medeiros, Jason Azevedo de Almeida-Neto, Paulo Francisco de Sena, Dianne Cristina Souza Cobucci, Ricardo Ney Oliveira, Ricardo Santos Cabral, Breno Guilherme de Araújo Tinoco Dantas, Paulo Moreira Silva Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during Social Isolation: An Overview |
title | Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during Social Isolation: An Overview |
title_full | Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during Social Isolation: An Overview |
title_fullStr | Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during Social Isolation: An Overview |
title_full_unstemmed | Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during Social Isolation: An Overview |
title_short | Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during Social Isolation: An Overview |
title_sort | active video games for improving mental health and physical fitness—an alternative for children and adolescents during social isolation: an overview |
topic | Review |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7915633/ https://www.ncbi.nlm.nih.gov/pubmed/33572159 http://dx.doi.org/10.3390/ijerph18041641 |
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