Exergames and community intervention: a proposal for its use and intervention

Autores

  • Josiene de Oliveira Couto Universidade Federal de Sergipe
  • Monica Menezes Gueiros Universidade Federal de Sergipe
  • Cristiane Kelly Aquino dos Santos Universidade Federal de Sergipe
  • Roberto Jerônimo dos Santos Silva Universidade Federal de Sergipe http://orcid.org/0000-0002-4578-7666

Palavras-chave:

exergames, community program, physical activity

Resumo

Objective: To present a systematization proposal for the use of EXGs aiming at its use in community groups. Methods: The instruments that will be used to carry out the intervention will be: a console with motion sensor, dance games, projection equipment, amplified speakers, table and adhesive tapes for place demarcation. This study used a 12.1 x 5.80m space to carry out activities. Although these measures have been previously determined, they can be adapted, in scale, to any space. Activities were performed based on an "Serpentine" rotation, which allows the simultaneous participation of a community group. In this rotation system, two participants are considered as reference (PR), and directly interact with the game, while the other participants (DP) are distributed in the spaces in groups of four or more. At each music exchange proposed by the game, PR will move to the end of the demarcation and DP that are positioned to the right of the screen will become PR, directly interacting with the game. Conclusion: Considering its applicability, we consider that the research and community intervention activities that use EXGs as an end activity can obtain great gains in results from the application of this methodology, given its objectivity, low cost and greater possibility of community use.

 

Biografia do Autor

Monica Menezes Gueiros, Universidade Federal de Sergipe

Programa de Pós-Graduação em Educação Física

NUPAFISE - Núcleo de Pesquisa em Aptidão Física, Saúde e Desempenho de Sergipe

Cristiane Kelly Aquino dos Santos, Universidade Federal de Sergipe

Universidade Federal de Sergipe

Residência Multiprofissional em Saúde da Família

NUPAFISE - Núcleo de Pesquisa em Aptidão Física, Saúde e Desempenho de Sergipe

 

Roberto Jerônimo dos Santos Silva, Universidade Federal de Sergipe

Universidade Federal de Sergipe
Programa de Pós-Graduação em Educação Física
NUPAFISE - Núcleo de Pesquisa em Aptidão Física, Saúde e Desempenho de Sergipe

Referências

Ng M, Fleming T, Robinson M, Thomson B, Graetz N, Margono C, et al. Global, regional, and national prevalence of overweight and obesity in children and adults during 1980-2013: A systematic analysis for the Global Burden of Disease Study 2013. Lancet. 2014; 9945:766–81.

LeBlanc AG, Katzmarzyk PT, Barreira T V, et al. Correlates of total sedentary time and screen time in 9-11 year-old children around the world: The international study of childhood obesity, lifestyle and the environment. PLoS One. 2015; 6:1–20.

Ferreira, Rodrigo Wiltgen, et al. "Prevalência de comportamento sedentário de escolares e fatores associados." RevistaPaulista de Pediatria 2016; 34.1: 56-63.

Lucena, J M S, Cheng, A L, Cavalcante, T L M, et al. "Prevalence of excessive screen time and associated factors in adolescents." RevistaPaulista de Pediatria 2015; 33.4: 407-414.

Y Oh, S Yang. Defining exergames and exergaming. In: Meaningful Play 2010 Conference Proceedings (http://meaningfulplay.msu.edu/proceedings2010/); October 21–23, 2010 East Lansing, MI, USA (Michigan State University).

Kamel Boulos MN. Xbox 360 Kinect Exergames for Health. Games Health J. 2012; 5:326–30.

Who WHO. Global recommendations on physical activity for health. In: Geneva: World Health Organization. 2010.

Lwin MO, Malik S. The efficacy of exergames-incorporated physical education lessons in influencing drivers of physical activity: A comparison of children and pre-adolescents. Psychol Sport Exerc. Elsevier Ltd; 2012; 6:756–60.

Christison, A, Huma, A K. "Exergaming for health a community-based pediatric weight management program using active video gaming." Clinical pediatrics 2012; 51.4: 382-388.

Quinn M. Introduction of Active Video Gaming Into the Middle School Curriculum as a School-Based Childhood Obesity Intervention. J Pediatr Heal Care. Elsevier Ltd; 2013; 1:3–12.

Maloney AE, Stempel A, Wood ME, Patraitis C, Beaudoin C. Can Dance Exergames Boost Physical Activity as a School-Based Intervention? Games Health J. 2012; 6:416–21.

Biddiss E, Irwin J. Active video games to promote physical activity in children and youth: a systematic review. Arch PediatrAdolesc Med. 2010; 7:664–72.

Bailey, Bruce W., and Kyle McInnis. "Energy cost of exergaming: a comparison of the energy cost of 6 forms of exergaming." Archives of pediatrics & adolescent medicine 2011; 165.7: 597-602.

Publicado

2018-01-30

Edição

Seção

Artigos originais