Effect of the use of active video games on the young adult physical activity level. Scooping review
Scooping review
DOI:
https://doi.org/10.47197/retos.v45i0.90421Keywords:
virtual reality, young adult, physical conditioning, physical activity, scooping review.Abstract
Aim: To analyze the effect of the use of active video games on young adults on their levels of physical activity. Materials and methods: The exploratory review was carried out on the search strategy with terms such as: Evaluation, test, virtual reality, active video games, effect, sedentary, physical condition, physical activity and young adult. In Pubmed, Science Direct, PeDRO, Lilacs, Scopus, Rehabilitation Reference Center. Inclusion criteria: healthy young people between 19 and 25 years old and studies that present the effect of training. No language limitation. Initially it was filtered by title and abstract, after that duplicate were eliminated and finally a full text filter was performed. This was carried out between two researchers with the support of a third evaluator in case they did not reach an agreement. Results: After filters, 13 studies remained for qualitative synthesis. All the studies presented the effect of the use of active video games on the level of physical activity or, failing that, on variables that are related to it. The most used measurement instruments were maximum heart rate, physical activity questionnaire (PAR-Q), accelerometers and metabolic equivalents (MET). The most used active videogames are: Nintendo Wii, with the Wii Sports videogame (Wii Boxing, Wii Tennis, jogging) and WiiTM Just Dance 2 and the Xbox device with the KinectTM Boxing (KB) videogame. Conclusion: A higher level of physical activity, METS and oxygen consumption, motivation and enjoyment was demonstrated when training during the game with active video games compared to other activities.
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Copyright (c) 2022 Angela Maria Hoyos Quintero, Natalia Yusty Garcia, Veronica Andrea Flor Sandon

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