Juegos educativos en promoción de la salud de adolescentes con obesidad: revisión integradora

Autores/as

  • Cicero Jordan Rodrigues Sobreira da Silva Universidade Estadual do Ceará (UECE), Fortaleza, Ceará, Brasil. E-mail: jordan.nutricionista@hotmail.com. https://orcid.org/0000-0003-0872-5199
  • Francisco Clécio da Silva Dutra Universidade Estadual do Ceará (UECE), Fortaleza, Ceará, Brasil. E-mail: cleciouece@gmail.com. https://orcid.org/0000-0002-3451-1664
  • Raimundo Augusto Martins Torres Universidade Estadual do Ceará (UECE), Fortaleza, Ceará, Brasil. E-mail: augusto.torres@uece.br. https://orcid.org/0000-0002-8114-4190
  • Maria Veraci Oliveira Queiroz Universidade Estadual do Ceará (UECE), Fortaleza, Ceará, Brasil. E-mail: maria.queiroz@uece.br. https://orcid.org/0000-0002-7757-119X
  • Isabela Gonçalves Costa Universidade Estadual do Ceará (UECE), Fortaleza, Ceará, Brasil. E-mail: isabela.goncalves@aluno.uece.br. https://orcid.org/0000-0002-9972-8258

DOI:

https://doi.org/10.5216/ree.v27.77011

Palabras clave:

Videojuego de Ejercicio, Adolescente, Obesidad, Promoción de la Salud

Resumen

Objetivos: analizar el uso de juegos digitales educativos para promover la salud en adolescentes con obesidad. Métodos: se realizó una revisión bibliográfica integradora en las bases de datos MEDLINE, LILACS, CINAHL y Scopus. Resultados: de los 1.337 estudios identificados, se incluyeron 15 para el análisis. Los resultados más frecuentes en los estudios fueron la actividad física y la alimentación saludable. La mayoría de los juegos digitales son videojuegos activos con diseños gráficos que fomentan el movimiento corporal para promover la actividad física, algunos de los cuales están representados por avatares. En este formato, se anima a los adolescentes a adoptar comportamientos de la vida real, como la alimentación saludable y la actividad física. Conclusión: los juegos digitales representan una tecnología educativa con potencial para el cuidado de la salud, ya que promueven el desarrollo de conocimientos sobre salud, actitudes hacia el ejercicio físico y hábitos alimentarios saludables en los adolescentes.

Descargas

Los datos de descargas todavía no están disponibles.

Citas

Jebeile H, Kelly AS, O’Malley G, Baur LA. Obesity in children and adolescents: epidemiology, causes, assessment, and management. Lancet Diabetes Endocrinol. 2022 May;10(5):351-65. https://doi.org/10.1016/S2213-8587(22)00047-X

Zhang X, Liu J, Ni Y, Yi C, Fang Y, Ning Q, et al. Global Prevalence of overweight and obesity in children and adolescents: a systematic review and meta-analysis. JAMA Pediatr. 2024 Aug 1;178(8):800-13. https://doi.org/10.1001/jamapediatrics.2024.1576

Pelegrini A, Bim MA, Souza FU, Kilim KSS, Pinto AA. Prevalence of overweight and obesity in Brazilian children and adolescents: a systematic review. Rev Bras Cineantropom Desempenho Hum. 2021 June 21;23:e80352. https://doi.org/10.1590/1980-0037.2021v23e80352

World Health Organization (WHO). Obesity and overweight [Internet]. 2025 [cited 2023 Sept 18]. Available from: https://www.who.int/news-room/fact-sheets/detail/obesity-and-overweight

Unnithan VB, Houser W, Fernhall B. Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. Int J Sports Med. 2006 Oct;27(10):804-9. https://doi.org/10.1055/s-2005-872964

Gribbon A, McNeil J, Jay O, Tremblay MS, Chaput JP. Active video games and energy balance in male adolescents: a randomized crossover trial. Am J Clin Nutr. 2015 June;101(6):1126-34. https://doi.org/10.3945/ajcn.114.105528

LeRouge C, Dickhut K, Lisetti C, Sangameswaran S, Malasanos T. Engaging adolescents in a computer-based weight management program: Avatars and virtual coaches could help. J Am Med Inform Assoc. 2016 Jan;23(1):19-28. https://doi.org/10.1093/jamia/ocv078

Adamo KB, Rutherford JA, Goldfield GS. Effects of interactive video game cycling on overweight and obese adolescent health. Appl Physiol Nutr Metab. 2010 Dec;35(6):805-15. https://doi.org/10.1139/H10-078

Radon K, Fürbeck B, Thomas S, Siegfried W, Nowak D, von Kries R. Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting. J Sci Med Sport. 2011 Jan;14(1):42-5. https://doi.org/10.1016/j.jsams.2010.07.009

Simons M, Chinapaw MJM, van de Bovenkamp M, de Boer MR, Seidell JC, Brug J, et al. Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial. BMC Public Health. 2014 Mar 24;14:275. https://doi.org/10.1186/1471-2458-14-275

Simons M, Brug J, Chinapaw MJM, de Boer M, Seidell J, de Vet E. Replacing non-active video gaming by active video gaming to prevent excessive weight gain in adolescents. PLoS One. 2015 July 8;10(7):e0126023. https://doi.org/10.1371/journal.pone.0126023

Whittemore R, Knafl K. The integrative review: updated methodology. J Adv Nurs. 2005 Dec;52(5):546-53. https://doi.org/10.1111/j.1365-2648.2005.03621.x

World Health Organization (WHO). Programming for adolescent health and development: report of a WHO/UNFPA/UNICEF Study Group on Programming for Adolescent Health [Internet]. Geneva: World Health Organization; 1999 [cited 2023 Sept 18]. Available from: https://iris.who.int/handle/10665/42149

PRISMA. Transparent reporting of systematic reviews and meta-analyses [Internet]. 2021 [cited 2023 Sept 18]. Available from: https://www.prisma-statement.org/

Maddison R, Foley L, Ni Mhurchu C, Jiang Y, Jull A, Prapavessis H, et al. Effects of active video games on body composition: a randomized controlled trial. Am J Clin Nutr. 2011 July;94(1):156-63. https://doi.org/10.3945/ajcn.110.009142

Majumdar D, Koch PA, Lee H, Contento IR, Islas-Ramos AL, Fu D. “Creature-101”: a serious game to promote energy balance-related behaviors among middle school adolescents. Games Health J. 2013 Oct;2(5):280-90. https://doi.org/10.1089/g4h.2013.0045

Staiano AE, Calvert SL. Wii Tennis Play for Low-Income African American Adolescents’ Energy Expenditure. Cyberpsychology [Internet]. 2011 July 1 [cited 2023 Sep 18];5(1):4. Available from: https://cyberpsychology.eu/article/view/424

Simons M, Chinapaw MJM, Brug J, Seidell J, de Vet E. Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study. Int J Behav Nutr Phys Act. 2015 Mar 5;12:32. https://doi.org/10.1186/s12966-015-0192-6

Chaput JP, Tremblay A, Pereira B, Boirie Y, Duclos M, Thivel D. Food intake response to exercise and active video gaming in adolescents: effect of weight status. Br J Nutr. 2016 Feb;115(3):547-53. https://doi.org/10.1017/S0007114515004602

Poppelaars A, Scholten H, Granic I, Veling H, Johnson-Glenberg MC, Luijten M. When winning is losing: a randomized controlled trial testing a video game to train food-specific inhibitory control. Appetite. 2018 Oct 1;129:143-54. https://doi.org/10.1016/j.appet.2018.06.039

Ruggiero L, Seltzer ED, Dufelmeier D, Montoya AM, Chebli P. MyPlate picks: development and initial evaluation of feasibility, acceptability, and impact of an educational exergame to help promote healthy eating and physical activity in children. Games Health J. 2020 June;9(3):197-207. https://doi.org/10.1089/g4h.2019.0056

Farič N, Smith L, Hon A, Potts HWW, Newby K, Steptoe A, et al. A virtual reality exergame to engage adolescents in physical activity: mixed methods study describing the formative intervention development process. J Med Internet Res. 2021 Feb 4;23(2):e18161. https://doi.org/10.2196/18161

Rowland JL, Malone LA, Fidopiastis CM, Padalabalanarayanan S, Thirumalai M, Rimmer JH. Perspectives on active video gaming as a new frontier in accessible physical activity for youth with physical disabilities. Phys Ther. 2016 Apr;96(4):521-32. https://doi.org/10.2522/ptj.20140258

Fernandes KT, Lucena MJNR, Aranha EHS. Uma experiência na criação de game design de jogos digitais educativos a partir do design thinking. Renote. 2018 July 21;16(1). https://doi.org/10.22456/1679-1916.85928

Publicado

2025-10-09

Número

Sección

Articulo de Revisión