Browsing by Issue Date, starting with "2013-05-03"
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- Effects of the use of active video games in balance and quality of life: systematic reviewPublication . Baltazar, A; Vidigal, I; Ferreira, M; Salvador, P; Alves Lopes, AntónioIntroduction: In the past few years the interest about information and communication technologies has grown. Considering that the use of exergames is increasing, arousing the interest of the scientific community because of their innovative intervention’s strategies, it was considered important to study the effectiveness of it´s use in some aspects like balance and quality of live. Objective: To study (what is) the effectiveness of exergames intervention programs on outcomes like balance and quality of life along the life cycle. Methodology: The research was performed in the following databases: PUBMED, IEEE Xplore Database, CochraneLibrary, Cochrane Central Register of Controlled Trials (Clinical Trials) and Health Technology Assessment Database (Technology Assessments)), EBSCO, PEDro, ACM the guide, Elsevier, Springer and Taylor & Francis. The selected search terms were video games, gaming, active video games, wii, Xbox, exergame, postural balance, quality of life. Different research’s equations were used with the following inclusion criteria: RCT studies in English, Spanish or Portuguese language, it couldn’t be studies accomplished before 2001 including that year. According to the criteria and the application of PEDro scale, 5 articles comprised the analyzed final sample after selection. Results: There is no consensus among the studies which were analyzed as to the true relation between balance gains and the utilization of the different exergames. However that relation has been verified in the outcome quality of life. In this second outcome it was considered the increasing on the motivation levels and interest in therapy. Those contribute to a better adhesion in the therapeutic treatment and consequently to functional gains. Conclusion: According to the reviewed studies in this systematic review, it was possible to verify that the utilization of game consoles may be recommended as an instrument to the rehabilitation of patients who have disturbance in balance and decreased levels of quality of life, since the feedback’s system promotes motor control and motor learning. This systematic review has a strong impact in Physiotherapy practice because it allows the comprehension of what studies were performed in the area so far, whereas the utilization of those instruments implies, as all the Physiotherapy interventions, better scientific evidence.
- Effect of active video games on the balance of healthy elderly: systematic reviewPublication . Pedrosa, A; Gonçalves, M; Castro, M; Diniz, R; Tocha, S; Alves Lopes, AntónioIntroduction: Active video games are an important parcel of our society. For many years this type of entertainment has been looked at as just a ludic device. More recently this device has been used as a form of therapeutic intervention. Objectives: Review in a systematic way the available scientific evidence about the efficacy of active video games, in balance on healthy elderly people and if necessary propose further investigation. Methodology: Were included experimental studies in English, French and Spanish, with an intervention based on active video games to promote balance on healthy elderly people. The research took place on the following databases: PubMed, PEDro, Science Direct, Cochrane, Web of Knowlegde, EBSCO, Taylor & Francis, Springer and Wiley. The article selection was made by five independent reviewers. Of the 1434 initial articles were selected nine. This final sample was read and analysed using PEDro’s scale. Results: All the studies used balance as the main variable and although using different evaluation methods they showed significant differences in the experimental groups. Conclusion: After analyzing the results it’s possible to observe that this type of intervention is effective in improving balance in healthy elderly. However the limitations of the studies have to be considered and the results cannot be applied to the general population. It´s essential to continue the investigation about this subject creating more evidence with strong experimental relevance.
- Effects of active video games on metabolic and cardiovascular systems in adults: systematic reviewPublication . Afonso, J; Almeida, M de; Raposo, M; Silva, N; Alves Lopes, AntónioIntroduction: In our society, the influence of technology is growing fast and its use occupies a large amount of time during the general population’s daily life, which may lead to a sedentary lifestyle. New technologies have been developed to promote physical activity, which can be named exergames or active video games. These platform games combine video games with physical activity. Objectives: Review systematically the scientific evidence about the effects of exergames in the metabolic and cardiovascular systems in the adult population, recommending future investigation. Methodology: Only RCT’s (Random Controlled Trials) were included in English and Portuguese, enclosing adults playing exergames and the results of evaluations of their metabolic and cardiovascular systems. The databases used were: Pubmed, Cochrane, PEDro, EBSCO, IEEXplor. The selection of the articles was made by four independent revisers, remaining only three articles of the initial 189. These three were methodologically evaluated using the PEDro scale. Results: All studies found evaluated the cardiac frequency, the O2 maximum consumption and the energy expenditure. Other evaluated items included perceived exertion, general physical condition, body mass index, arterial pressure (AP), walking distance and exercise adherence. All studies demonstrate significant differences in the results of the experimental group, on at least one of the variables at study. Conclusions: Examining the results, consensus is established, regarding the efficacy of video-games in energy consumption. However there isn’t sufficient evidence to reach conclusions about the other parameters. The studies did not show homogeneity, which makes it impossible to generalize the results to the population. More RCT’s are needed to reach significant conclusions, concerning the efficacy of active video-games in the metabolic and cardiovascular systems of adults, revealing the importance and necessity of future studies in this area.