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VIDEO GAME CONSOLES AND PHYSICAL HEALTH

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

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VIDEO GAME CONSOLES AND PHYSICAL HEALTH

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  1. 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

  2. VIDEO ABOUT NINTENDO WII http://www.viddler.com/explore/VanTastic/videos/5/

  3. INTRODUCTION • A new generation of video game consoles enables video gamers to employ active body movements as interaction mode (Graves, Ridgers & Stratton, 2008). • Convertingseat-basedscreentime to activity-associatedscreentimeis anessentialapproach for promoting an active environment ( Lampert, Sygusch & Schlack, 2007).

  4. INTRODUCTION • It is suggested that computer play, such as virtual reality, could be used in rehabilitation for children with 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).

  5. VIDEO COMPARING PHYSICAL EXERCISE AND X-BOX http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=33081124

  6. 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

  7. 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

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

  9. METHODS • SearchonMedlinedatabaseusingthefollowingterms: (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))

  10. 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.

  11. Inclusion criteria • 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

  12. Exclusion 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

  13. Variables of the Study

  14. 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.

  15. 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)

  16. 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.

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