Jogos educativos na promoção de saúde de adolescentes com obesidade: revisão integrativa
DOI:
https://doi.org/10.5216/ree.v27.77011Palavras-chave:
Jogos Eletrônicos de Movimento, Adolescente, Obesidade, Promoção da SaúdeResumo
Objetivos: analisar a utilização de jogos digitais educativos para promoção de saúde em adolescentes com obesidade. Métodos: revisão integrativa da literatura efetuada nas bases de dados MEDLINE, LILACS CINAHL e Scopus. Resultados: dos 1.337 estudos identificados, 15 foram incluídos para análise. Os desfechos mais prevalentes nos estudos são a atividade física e a alimentação saudável. Em sua maioria, os jogos digitais configuram videogames ativos com desenhos gráficos, que estimulam o movimento corporal a fim de promover a prática de atividades física, sendo alguns representados por avatares. Nesta modalidade, os adolescentes são instigados a comportamentos da vida real, como ter uma alimentação saudável e desenvolver atividade física. Conclusão: os jogos digitais representam tecnologia educativa, com potencial uso no atendimento à saúde, uma vez que promovem o desenvolvimento de conhecimentos em saúde, atitudes favoráveis à prática de exercícios físicos e alimentação adequada à saúde em adolescentes.
Downloads
Referências
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
Downloads
Publicado
Edição
Seção
Licença
Copyright (c) 2025 Revista Eletrônica de Enfermagem

Este trabalho está licenciado sob uma licença Creative Commons Attribution 4.0 International License.












