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Effects of the use of active video games in balance and quality of life: systematic review

dc.contributor.authorBaltazar, A
dc.contributor.authorVidigal, I
dc.contributor.authorFerreira, M
dc.contributor.authorSalvador, P
dc.contributor.authorAlves Lopes, António
dc.date.accessioned2022-07-18T15:39:16Z
dc.date.available2022-07-18T15:39:16Z
dc.date.issued2013-05-03
dc.description.abstractIntroduction: 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.
dc.description.versionN/Apt_PT
dc.identifier.urihttp://hdl.handle.net/10400.26/41350
dc.language.isoengpt_PT
dc.titleEffects of the use of active video games in balance and quality of life: 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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