Efeito de video games ativos sobre a capacidade funcional e o humor de idosos: revisão sistemática e meta-análise
In the last years, the active video games (AVGs) have been used by the general population as an alternative to exercise and entertainment. The aim of this study was to do a systematic review about the effects of AVGs on the functional capacity and the mood in older adults. We selected studies publis...
| Autores: | , , , |
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2018 |
| País: | Brasil |
| Institución: | Sociedade Brasileira de Atividade Física e Saúde (SBAFS) |
| Repositorio: | Revista Brasileira de Atividade Física & Saúde (Online) |
| Idioma: | portugués |
| OAI Identifier: | oai:rbafs.ojs.emnuvens.com.br:article/11149 |
| Acceso en línea: | https://rbafs.org.br/RBAFS/article/view/11149 |
| Access Level: | acceso abierto |
| Palabra clave: | Nintendo Xbox Kinect Equilíbrio Depressão Ansiedade |
| Sumario: | In the last years, the active video games (AVGs) have been used by the general population as an alternative to exercise and entertainment. The aim of this study was to do a systematic review about the effects of AVGs on the functional capacity and the mood in older adults. We selected studies published between 2006 and 2017, with older adults (> 60 years) and only that had interventions with Nintendo Wii or Xbox Kinect. The results suggested improvements in the balance, muscle strength of lower limbs and functional mobility. In the mood profile, the results are controversial. We could conclude that AVGs exercising may improve functional capacity, however, the benefits in the mood, need further investigations, especially in the long-term studies. |
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