Educational games in the health promotion of adolescents with obesity: integrative review

Authors

  • 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

Keywords:

Exergaming, Adolescent, Obesity, Health Promotion

Abstract

Objectives: to analyze the use of educational digital games to promote health in adolescents with obesity. Methods: an integrative literature review was conducted in the MedLine, LILACS CINAHL and Scopus databases. Results: of the 1,337 studies identified, 15 were included for analysis. The most prevalent outcomes in the studies were physical activity and healthy eating. Most digital games are active video games with graphic designs that encourage body movement to promote physical activity, some of which are represented by avatars. In this format, adolescents are encouraged to engage in real-life behaviors, such as healthy eating and physical activity. Conclusion: digital games represent an educational technology with potential use in healthcare, as they promote the development of health knowledge, attitudes toward physical exercise, and healthy eating habits in adolescents.

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References

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Published

2025-10-09

Issue

Section

Review Article