disadvantages of video game consoles

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VIDEO GAME CONSOLES
AND PHYSICAL HEALTH
What relation?
Subject: Introdução à Medicina I
Professor: Professor Doutor Altamiro da Costa Pereira
Adviser: Professor Doutor Ricardo Correia
STUDENTS:
Ana Fraga
Ana Sofia Cunha
Irina Ramires
Joana Monteiro Pereira
João Maia
Marta Antunes
Nuno Dias
Pedro Cabral Pereira
Sofia Martins Farinha
2008/2009
VIDEO ABOUT
NINTENDO WII
http://www.viddler.com/explore/VanTastic/videos/5/
INTRODUCTION

A new generation of video game consoles enables video gamers
to employ active body movements as interaction mode (Graves,
Ridgers & Stratton, 2008).

Converting seat-based screen time to
activity-associated screen time is
an essential approach for promoting
an active environment ( Lampert,
Sygusch & Schlack, 2007).
INTRODUCTION


It is suggested that computer
play, such as virtual reality,
could be used in rehabilitation
for children with disabilities
(Jannink, Van Der Wilden, et
al, 2008).
Traditional athletic related
injuries can occur in a virtual
games environment in a
potentially more sedentary
population (Robinson, Barron,
Grainger, et al, 2008).
VIDEO COMPARING PHYSICAL
EXERCISE AND X-BOX
http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=33081124
BENEFITS OF VIDEO GAME
CONSOLES



Activity-promoting video games are used as a potential
approach for reversing sedentariness.
Activity-based video games can be used on rehabilitation.
Energy expenditure in active screen time is greater than in
sedentary screen time
DISADVANTAGES OF VIDEO
GAME CONSOLES


The use of video
games can cause
injuries (i.g.: Wii
knee, Nintendonitis)
Traditional playtime
can be converted
into seat-based
screen time
AIM

With this work, we intend to search scientific evidences about the
impact of video games and computer games on physical well
being.
METHODS

Search on Medline database using the following terms:
(Video games OR video game OR eye toy OR eyetoy OR game
console OR game consoles OR digital game OR digital games
OR virtual reality system OR gaming platform OR console game
OR console games OR Wii OR Playstation OR x-box OR
computer game) AND ((physical activity OR physical effort OR
physical performance OR physical health OR cardiovascular
health OR musculoskeletal health OR fitness) OR (Rehabilitation
OR physical therapy OR motor rehabilitation) OR (Obesity OR
overweight OR injuries OR injury OR wii knee OR acute wiiitis
OR nintendonitis OR playstation thumb OR wii shoulder))
METHODS


Analysis and selection of relevant articles, by applying inclusion
and exclusion criteria.
After article selection, each article will be analysed according to
the defined variables by two revisors.
Inclusion criteria




Articles published since 1990 in Pubmed
Articles published in English, Portuguese, Spanish
or French
Articles referring to the impact of the use of video
games on physical health
Original articles
Exclusion Criteria



Editorials
Articles referring to the psychological impact of
video games
Articles referring uniquely to surgical correction of
physical problems related to the use of video
games
Variables of the Study
Title of
the
Authors
Date
Console
Health
Age group
condition of
article
participants
Children/
……..
……….
Dd/mm/yy
………
/Teenager/
………….
/Adult/Elderly
Positive impacts
Arterial
Rehabilitation
Weightloss
pressure
control
Yes/No
Yes/No
Yes/No
Negative impacts
Sedentarism
avoidance
Yes/No
Obesity
Injuries
Yes/No
Yes/No
Others
Yes(…)
/No
LIMITATIONS AND DIFFICULTIES


Reduced bibliography about
the theme.
Almost all studies about the
relation of the theme with
obesity are short-term weight
loss studies.
EXPECTED RESULTS

We expect to see evidencies:

Activity-promoting video games and computer games help on
rehabilitation in specific diseases;

Sedentary screen time can be converted into active screen
time and may help on reducing obesity;

Activity-promoting video and computer games have the
potential to increase energy expenditure to a degree similar to
that of traditional physical activity;

Excessive use of consoles can lead to the development of
physical complications and injuries (i.g.: wii-knee)
REFERENCES

Graves, L.E., Ridgers, N.D., Stratton, G. (2008). The contribution
of upper limb and total body movement to adolescents energy
expenditure whilst playing Nintendo. European journal of applied
physiology . 104(4):617-23;

Graves, L., Stratton, G., Ridgers, N. D. & Cable, N.T. (2007).
Comparison of energy expenditure in adolescents when playing
new generation and sedentary computer games: cross study.
BMJ. 22;335(7633):1282-4;

Pasch M., Berthouze N., van Dijk B., Nijholt A.(2008).
Motivations, Strategies, and Movement Patterns of Video
Gamers Playing Nintendo Wii Boxing. Conference of Workshop
Paper. EWI-HMI: Human Media Interaction.
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