Active Video Games, balance and energy expenditure in elderly: a systematic review

Authors

  • Raphael José Perrier-Melo
  • Thiago de Aguiar Silva Coelho
  • Jorge Luiz Brito-Gomes
  • Saulo Fernandes Melo de Oliveira Universidade de Pernambuco
  • Manoel da Cunha Costa

DOI:

https://doi.org/10.5585/conssaude.v13n2.4551

Keywords:

Aging, Exercise, Video games.

Abstract

Introduction: It is verified that Active Video Games (AVG) increase levels of physical fitness in diverse populations, however, these effects are controversial in the elderly. Objectives: To review the effects of the AVGs balance and analyze the energy expenditure in the elderly. Methods: The search was conducted in databases: Medline, PubMed, Science Direct and Web of Knowledge, using the terms: exergames, older adults, active video games, virtual reality and elderly. Results: Eight potential studies were selected, the AVGs presents energy expenditure values above the rest, with light to vigorous intensity according to ACSM. However, some studies use heart rate to estimate the calorie expenditure. The positive effects of the balance was found in individuals diagnosed with reducing capacity before the interventions, the same which were used to check the balance scale as practical way. Conclusion: AVGs are able to enhance energy expenditure and improve balance in elderly.

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Published

2014-07-14

How to Cite

1.
Perrier-Melo RJ, Coelho T de AS, Brito-Gomes JL, Oliveira SFM de, Costa M da C. Active Video Games, balance and energy expenditure in elderly: a systematic review. Cons. Saúde [Internet]. 2014 Jul. 14 [cited 2024 Dec. 22];13(2):289-97. Available from: https://periodicos.uninove.br/saude/article/view/4551

Issue

Section

Literature reviews