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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...

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Autores principales: 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
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
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.
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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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