Exercises in physically active screen time: can active videogames be one tool in health control of type 1 and 2 diabetes?

Authors

  • Jorge Luiz de Brito-Gomes UNIVASF
  • Denise Maria Martins Vancea UPE
  • Sérgio Rodrigues Moreira UNIVASF
  • Deborah Cavalcante de Araújo UPE
  • Manoel da Cunha Costa

DOI:

https://doi.org/10.18316/sdh.v8i2.6039

Keywords:

Diabetes, Exergames, Video Game, Metabolism

Abstract

Introduction: Diabetes mellitus is a multifactorial disease that has caused many other problems for the population. These problems are also a reflection of a time of exacerbated screen time, however, new types of video games, active videogames (VGAs) have become a good option of physical activities/ exercise for all age groups.

Objective: To analyze, through a systematic review, the changes caused by the practice of VGAs in the diabetic population type 1 and 2.

Methods: A systematic review was performed in the original articles of Pubmed, Scielo, Bireme, Web of Science, CAPES Periodicals and Scopus, with the following descriptors: “diabetes” four times in combination with the Boolean AND and the terms: “exergames,” “video game” “virtual technologies” and “exercise games.”. Three stages were performed for searching, in each step, carried out a specific task, performed simultaneously by two investigators independently.

Results: It has seen a few VGAs and diabetes studies. No specifically with diabetes mellitus type 1 and VGAs (0% of the studies). Otherwise, it was verified many benefits for individuals with diabetes mellitus 2 such: neurophysiological, motor behavior, metabolic, anthropometric, quality of life, balance, strength, gait, and even has recommended intensity (moderate) by national and international exercises organ.

Conclusion: VGAs can be considered as a tool for non-pharmacological treatment of adults and elderly type 2 diabetes.

Published

2020-05-26

Issue

Section

Artigos de Revisão