Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during Social Isolation: An Overview
Isis Kelly dos Santos,
Rafaela Catherine da Silva Cunha de Medeiros,
Jason Azevedo de Medeiros,
Paulo Francisco de Almeida-Neto,
Dianne Cristina Souza de Sena,
Ricardo Ney Cobucci,
Ricardo Santos Oliveira,
Breno Guilherme de Araújo Tinoco Cabral and
Paulo Moreira Silva Dantas
Additional contact information
Isis Kelly dos Santos: Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil
Rafaela Catherine da Silva Cunha de Medeiros: Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil
Jason Azevedo de Medeiros: Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil
Paulo Francisco de Almeida-Neto: Graduate Program in Physical Education, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil
Dianne Cristina Souza de Sena: Graduate Program in Physical Education, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil
Ricardo Ney Cobucci: Biotechnology Graduate Program, Potiguar University of Rio Grande do Norte, Natal 59078-970, Brazil
Ricardo Santos Oliveira: Department of Physical Activity, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil
Breno Guilherme de Araújo Tinoco Cabral: Department of Physical Activity, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil
Paulo Moreira Silva Dantas: Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil
IJERPH, 2021, vol. 18, issue 4, 1-13
Abstract:
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.
Keywords: physical activity; adolescents; health promotion; video games; overviewéó (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2021
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Citations: View citations in EconPapers (1)
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:18:y:2021:i:4:p:1641-:d:496155
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