Impact of active video games on the glycemic profile and nutritional status of adolescents
Original article - e234417 - Published 2024 March 31
DOI:
https://doi.org/10.33233/rbfex.v23i1.4417Keywords:
obesity, adolescent, glycidic profile, physical activityAbstract
Introduction: Excess weight is associated with energy imbalance caused by high caloric intake and low physical activity. The interactive game is an intervention proposal to promote physical activity, especially among young people. Objective: To test the hypothesis of the impact of physical activity using active video games (AVG) on the glycidic profile of overweight adolescents. Methods: A controlled intervention study was carried out in the second half of 2018. The sample consisted of 70 overweight adolescents, distributed in control and experimental groups, aged between 10 and 16, enrolled between the 5th and 9th year of middle school in public schools in Campina Grande/PB. Sociodemographic, lifestyle, nutritional status, and biochemical variables were studied. Insulin resistance was determined using the TyG index: (triglycerides-glycemia: ([fasting triglycerides (mg/dL) x fasting glycemia (mg/dL))]/2. The XBOX 360 platform was used to carry out the intervention, with the Kinect accessory (Microsoft®). A general form was applied. Weight, height, and abdominal circumference were measured, and blood was collected. To increase the engagement of adolescents in the intervention activity, a gamification strategy was adopted. The data were analyzed in SPSS 22.0, and a significance level of 5% was adopted in statistical tests. To test the effect of the intervention on the glycemic profile, the chi-square test was applied. To evaluate the intervention on abdominal adiposity, the paired t-test. Results: The intervention improved BMI and reduced abdominal adiposity in adolescents but did not cause significant changes in the glycemic profile. Conclusion: The use of AVG to increase physical activity in overweight adolescents in an environment school is an effective tool to improve the nutritional status of adolescents. Interventions with a longer duration need to be evaluated to verify possible effects on the glycemic profile. This is a viable, low-cost intervention that takes advantage of technological resources in line with the interests of the target population.
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