Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study
Metadatos
Mostrar el registro completo del ítemAutor
Zurita Ortega, Félix; Chacón Cuberos, Ramón; Castro Sánchez, Manuel; Gutiérrez Vela, Francisco Luis; González Valero, GabrielEditorial
MDPI
Materia
Video games Motor games Physical fitness Mediterranean diet Resilience
Fecha
2018-06-25Referencia bibliográfica
Zurita Ortega, F. [et al.]. Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study. Int. J. Environ. Res. Public Health 2018, 15, 1329.
Patrocinador
This work has been funded by the Ministry of Economy and Competitiveness of Spain as part of the DISPERSA project (TIN2015-67149-C3-3-R) and the Precompetitive Research Projects for Young Researchers 2017—Modality B under de Grant PPJI_B-05 of the University of Granada.Resumen
(1) Background: High levels of physical inactivity caused by sedentary digital screen
leisure constitute one of the main causes of the high levels of obesity observed in today’s society;
(2) Methods: The present study aims to analyse the effect of a 12-week intervention program based on
the application of active video games and motor games on health status indicators, problematic use of
video games, and resilience capacity in university students. Besides, the content blocks of the Physical
Education (PE) field are worked on through these devices, revealing their potential as an Information
and Communications Technology (ICT) resource. A longitudinal study with a pre-experimental
design with pretest–posttest measurements in a single group (n = 47) was performed, using as
main instruments a Tanita TBF300®bioimpedance scale, the 20mSRT test for maximum oxygen
consumption (VO2
max), the Adherence to a Mediterranean Diet Test (KIDMED), the Questionnaire for
Experiences Related to Video games (QERV) and the Connor-Davidson Resilience Scale (CD-RISC);
(3) Results: The main results were a discrete improvement in the percentage of fat mass and VO2
max,
representing a small effect size in both cases. The quality of the diet followed and the confidence and
tolerance for adversity as a resilience factor were also improved, representing a medium size effect for
this last variable; (4) Conclusions: Despite the limitations of this study as it does not have a control
group, the main conclusions are that active video games and motor games can be a motivational
resource to follow an active lifestyle, helping to improve health status indicators in young adults.