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Effects of active video games on metabolic and cardiovascular systems in adults: systematic review

dc.contributor.authorAfonso, J
dc.contributor.authorAlmeida, M de
dc.contributor.authorRaposo, M
dc.contributor.authorSilva, N
dc.contributor.authorAlves Lopes, António
dc.date.accessioned2022-07-18T15:21:54Z
dc.date.available2022-07-18T15:21:54Z
dc.date.issued2013-05-03
dc.description.abstractIntroduction: 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.
dc.description.versionN/Apt_PT
dc.identifier.urihttp://hdl.handle.net/10400.26/41348
dc.language.isoengpt_PT
dc.titleEffects of active video games on metabolic and cardiovascular systems in adults: systematic reviewpt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceVilamourapt_PT
oaire.citation.titleIEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)pt_PT
person.familyNameAlves Lopes
person.givenNameAntónio
person.identifier.ciencia-id0518-F2A3-C5B4
person.identifier.orcid0000-0001-7505-6744
person.identifier.scopus-author-id57217386138
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublication3680dab5-8822-4558-918a-df699bda57ad
relation.isAuthorOfPublication.latestForDiscovery3680dab5-8822-4558-918a-df699bda57ad

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