AND PHYSICAL HEALTH

natureplaygroundΤεχνίτη Νοημοσύνη και Ρομποτική

14 Νοε 2013 (πριν από 3 χρόνια και 6 μήνες)

60 εμφανίσεις

VIDEO GAME CONSOLES
AND PHYSICAL HEALTH

What relation?

STUDENTS:

Ana Fraga


Ana Sofia Cunha

Irina Ramires

Joana Monteiro Pereira

João Maia

Marta Antunes

Nuno Dias

Pedro Cabral Pereira

Sofia Martins Farinha

2008/2009

Subject:

Introdução à Medicina I

Professor:

Professor Doutor Altamiro da Costa Pereira

Adviser:

Professor Doutor Ricardo Correia

http://www.viddler.com/explore/VanTastic/videos/5/

VIDEO ABOUT
NINTENDO WII

INTRODUCTION




A new generation of video game consoles enables video gamers
to employ active body movements as interaction mode (
Graves,
Ridgers

&
Stratton
, 2008).



Converting

seat
-
based

screen

time

to


activity
-
associated

screen

time

is



an

essential

approach

for
promoting


an

active
environment

(
Lampert
,


Sygusch

&
Schlack
, 2007).


INTRODUCTION


It is suggested that computer
play, such as virtual reality,
could be used in rehabilitation
for children w
ith disabilities
(Jannink, Van Der Wilden,
et
al
, 2008).


Traditional
athletic related
injuries can occur in a virtual
games environment in a
potentially more sedentary
population (
Robinson, Barron,
Grainger,
et al,
2008).

VIDEO COMPARING PHYSICAL
EXERCISE AND X
-
BOX

http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=33081124

BENEFITS OF VIDEO GAME
CONSOLES





Activity
-
promoting video games are used as a potential
approach for reversing sedentariness.


Activity
-
based video games can be used on rehabilitation.


Energy expenditure in active screen time is greater than in
sedentary screen time



DISADVANTAGES OF VIDEO
GAME CONSOLES


The use of video
games can cause
injuries (i.g.: Wii
knee, Nintendonitis)


Traditional playtime
can be converted
into seat
-
based
screen time




AIM



With this work, we intend to search scientific evidences about the
impact of video games and computer games on physical well
being.



METHODS



Search

on

Medline

database

using

the

following

terms
:


(
Video games OR video game OR eye toy OR
eyetoy

OR game
console OR game consoles OR digital game OR digital games
OR virtual reality system OR gaming platform OR console game
OR console games OR
Wii

OR
Playstation

OR x
-
box OR
computer game
) AND ((
physical activity OR physical effort OR
physical performance OR physical health OR cardiovascular
health OR musculoskeletal health OR fitness
) OR (
Rehabilitation
OR physical therapy OR motor rehabilitation
)

OR (
Obesity OR
overweight OR injuries OR injury OR
wii

knee OR acute
wiiitis

OR
nintendonitis

OR
playstation

thumb OR
wii

shoulder
))







METHODS



Analysis and selection of relevant articles, by applying inclusion
and exclusion criteria.


After article selection, each article will be analysed according to
the defined variables by two revisors.




Articles published since 1990 in Pubmed


Articles published in English, Portuguese, Spanish
or French


Articles referring to the impact of the use of video
games on physical health


Original articles

Inclusion criteria


Editorials


Articles referring to the psychological impact of
video games


Articles referring uniquely to surgical correction of
physical problems related to the use of video
games




Exclusion Criteria

Title of
the
article

Authors

Date

Console

Age group


Health
condition of
participants

……..

……….

Dd/mm/yy

………

Children/

/Teenager/

/Adult/Elderly

………….


Positive impacts


Negative impacts


Rehabilitation


Weightloss


Arterial
pressure
control


Sedentarism
avoidance


Obesity


Injuries


Others

Yes/No

Yes/No

Yes/No

Yes/No

Yes/No

Yes/No

Yes(…)

/No

Variables of the Study

LIMITATIONS AND DIFFICULTIES





Reduced bibliography about
the theme.


Almost all studies about the
relation of the theme with
obesity are short
-
term weight
loss studies.



EXPECTED RESULTS


We expect to see evidencies:



Activity
-
promoting video games and computer games help on
rehabilitation in specific diseases;



Sedentary screen time can be converted into active screen
time and may help on reducing obesity;



Activity
-
promoting video and computer games have the
potential to increase energy expenditure to a degree similar to
that of traditional physical activity;



Excessive use of consoles can lead to the development of
physical complications and injuries (i.g.: wii
-
knee)

REFERENCES


Graves, L.E., Ridgers, N.D., Stratton, G. (2008). The contribution
of upper limb and total body movement to adolescents energy
expenditure whilst playing Nintendo.
European journal of applied
physiology

. 104(4):617
-
23;




Graves, L., Stratton, G., Ridgers, N. D. & Cable, N.T. (2007).
Comparison of energy expenditure in adolescents when playing
new generation and sedentary computer games: cross study.
BMJ. 22;335(7633):1282
-
4;




Pasch M., Berthouze N., van Dijk B., Nijholt A.(2008).
Motivations, Strategies, and Movement Patterns of Video
Gamers Playing Nintendo Wii Boxing. Conference of Workshop
Paper. EWI
-
HMI: Human Media Interaction.