Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado
Ano de defesa: | 2020 |
---|---|
Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | , , |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Estadual da Paraíba
|
Programa de Pós-Graduação: |
Programa de Pós-Graduação em Saúde Pública - PPGSP
|
Departamento: |
Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP
|
País: |
Brasil
|
Palavras-chave em Português: | |
Palavras-chave em Inglês: | |
Área do conhecimento CNPq: | |
Link de acesso: | http://tede.bc.uepb.edu.br/jspui/handle/tede/4174 |
Resumo: | INTRODUTION: Obesity is associated with a growing increase in the consumption of foods rich in empty energy and with a high fat content, as well as physical inactivity combined with sedentary habits. Therefore, an interactive game platform called an active video game has been used, which can be used as a technological tool to promote the practice of physical activity and, thus, positively affect food consumption by stimulating healthy habits. OBJECTIVE: evaluated the impact of active video games, with the aid of gamification, on the frequency of consumption of unhealthy foods among overweight or obese teenagers. It is a controlled intervention study with two comparison groups: an experimental and a control group (without intervention), developed in two public schools (one for each group) of elementary education in the city of Campina Grande - PB. The participants of the experimental group performed physical activity with the aid of an exergame (XBOX 360), three times a week, with a duration of 50 minutes each session, in the period of eight weeks, associated with gamification. The data were collected before and after the intervention, in both groups, being: nutritional status (body mass index and abdominal adiposity), food (frequency of consumption of unhealthy foods), lifestyle (level of physical activity, sedentary habit), sociodemographic (economic class, maternal education, sex, age, skin color). The data were evaluated using the chi-square test and McNemar using SPSS 22.0 and a significance level of 5% was adopted. The study was approved by the Ethics Committee (84019518.3.0000.5187), REBEC (RBC-2xn3g6) and Clinical Trials (NCT03532659). RESULTS: of the total, 76 teenagers completed the study, 40 belonging to the control group and 36 to the experimental group. As for sex, 51.3% were female; the highest percentage was in the age group equal to or greater than 12 years (71.1%). Screening time over two hours a day was reported by 86.8% of teenagers and an inactive lifestyle by 34.2%. 52.6% were classified as overweight and 68.5% of the teenagers had abdominal adiposity. In the comparison between the groups, there was no statistically significant difference regarding the frequency of consumption of unhealthy foods after the intervention. However, when comparing teenagers with themselves, before and after the intervention (intra-group comparison), there was a reduction in the weekly frequency for the consumption of some foods. CONCLUSION: It was possible to verify that the use of the active video game, as a PA practice tool, had an impact on the consumption of some unhealthy foods, such as chocolate, soft drink and popsicles. |
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Carvalho, Danielle Franklin de02698813440Medeiros, Carla Campos Muniz64135667449Vianna, Rodrigo Pinheiro de Toledo10498178854Palmeira, Poliana de Araújo0437544842370071041427Aguiar, Geisielly Raquel da Cruz2022-03-01T16:46:33Z2020-09-23AGUIAR, Geisielly Raquel da Cruz. Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado. 2020. 110f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2022.http://tede.bc.uepb.edu.br/jspui/handle/tede/4174INTRODUTION: Obesity is associated with a growing increase in the consumption of foods rich in empty energy and with a high fat content, as well as physical inactivity combined with sedentary habits. Therefore, an interactive game platform called an active video game has been used, which can be used as a technological tool to promote the practice of physical activity and, thus, positively affect food consumption by stimulating healthy habits. OBJECTIVE: evaluated the impact of active video games, with the aid of gamification, on the frequency of consumption of unhealthy foods among overweight or obese teenagers. It is a controlled intervention study with two comparison groups: an experimental and a control group (without intervention), developed in two public schools (one for each group) of elementary education in the city of Campina Grande - PB. The participants of the experimental group performed physical activity with the aid of an exergame (XBOX 360), three times a week, with a duration of 50 minutes each session, in the period of eight weeks, associated with gamification. The data were collected before and after the intervention, in both groups, being: nutritional status (body mass index and abdominal adiposity), food (frequency of consumption of unhealthy foods), lifestyle (level of physical activity, sedentary habit), sociodemographic (economic class, maternal education, sex, age, skin color). The data were evaluated using the chi-square test and McNemar using SPSS 22.0 and a significance level of 5% was adopted. The study was approved by the Ethics Committee (84019518.3.0000.5187), REBEC (RBC-2xn3g6) and Clinical Trials (NCT03532659). RESULTS: of the total, 76 teenagers completed the study, 40 belonging to the control group and 36 to the experimental group. As for sex, 51.3% were female; the highest percentage was in the age group equal to or greater than 12 years (71.1%). Screening time over two hours a day was reported by 86.8% of teenagers and an inactive lifestyle by 34.2%. 52.6% were classified as overweight and 68.5% of the teenagers had abdominal adiposity. In the comparison between the groups, there was no statistically significant difference regarding the frequency of consumption of unhealthy foods after the intervention. However, when comparing teenagers with themselves, before and after the intervention (intra-group comparison), there was a reduction in the weekly frequency for the consumption of some foods. CONCLUSION: It was possible to verify that the use of the active video game, as a PA practice tool, had an impact on the consumption of some unhealthy foods, such as chocolate, soft drink and popsicles.INTRODUÇÃO: a obesidade está associada ao crescente aumento do consumo de alimentos ricos em energia vazia e com alto teor de gordura, bem como à inatividade física aliada aos hábitos sedentários. Diante disso, tem-se utilizado uma plataforma de jogo interativo chamada de videogame ativo, que pode ser utilizada como ferramenta tecnológica para promover a prática de atividade física e, dessa forma, afetar positivamente o consumo alimentar, ao estimular os hábitos saudáveis. OBJETIVO: avaliou-se o impacto do videogame ativo, com auxílio da gamificação, sobre a frequência de consumo de alimentos não saudáveis entre adolescentes com sobrepeso ou obesidade. MÉTODOS: estudo de intervenção controlado com dois grupos de comparação: um experimental e outro controle (sem intervenção), desenvolvido em duas escolas públicas (uma para cada grupo) de ensino fundamental do município de Campina Grande – PB. Os participantes do grupo experimental realizaram atividade física com auxílio de um exergame (XBOX 360), três vezes por semana, com duração de 50 minutos cada sessão, no período de oito semanas, associado à gamificação. Os dados foram coletados antes e após a intervenção, nos dois grupos, sendo: estado nutricional (índice de massa corporal e adiposidade abdominal), alimentares (frequência de consumo de alimentos não saudáveis), de estilo de vida (nível de atividade física, hábito sedentário), sociodemográficos (classe econômica, escolaridade materna, sexo, idade, cor da pele). Os dados foram avaliados através do teste do qui-quadrado e McNemar através do SPSS 22.0 e foi adotado o nível de significância de 5%. O estudo foi aprovado pelo Comitê de Ética (84019518.3.0000.5187), REBEC (RBC-2xn3g6) e Clinical Trials (NCT03532659). RESULTADOS: do total, 76 adolescentes completaram o estudo, sendo 40 pertencentes ao grupo controle e 36 ao experimental. Quanto ao sexo, 51,3% eram do sexo feminino; o maior percentual encontrava-se na faixa etária igual ou superior a 12 anos (71,1%). O tempo de tela superior a duas horas diárias foi relatado por 86,8% dos adolescentes e um estilo de vida inativo por 34,2%. Foram classificados com sobrepeso 52,6% e 68,5% dos adolescentes apresentaram adiposidade abdominal. Na comparação entre os grupos, não se verificou diferença estatisticamente significante relativa à frequência do consumo de alimentos não saudáveis após a intervenção. Entretanto, ao se comparar os adolescentes consigo mesmos, antes e depois da intervenção (comparação intragrupos), verificou-se uma redução na frequência semanal para o consumo de alguns alimentos. CONCLUSÃO: foi possível verificar que o uso do videogame ativo, como ferramenta de prática de AF, causou impacto sobre o consumo de alguns alimentos não saudáveis, como achocolatado, refrigerante, picolé.Submitted by Jean Medeiros (jeanletras@uepb.edu.br) on 2022-02-25T12:41:02Z No. of bitstreams: 1 PDF - Geisielly Raquel da Cruz Aguiar.pdf: 2110802 bytes, checksum: 1ceb8ad152fcd472490d1d0b57b6d9dd (MD5)Approved for entry into archive by Secta BC (secta.csu.bc@uepb.edu.br) on 2022-03-01T16:39:08Z (GMT) No. of bitstreams: 1 PDF - Geisielly Raquel da Cruz Aguiar.pdf: 2110802 bytes, checksum: 1ceb8ad152fcd472490d1d0b57b6d9dd (MD5)Made available in DSpace on 2022-03-01T16:46:33Z (GMT). No. of bitstreams: 1 PDF - Geisielly Raquel da Cruz Aguiar.pdf: 2110802 bytes, checksum: 1ceb8ad152fcd472490d1d0b57b6d9dd (MD5) Previous issue date: 2020-09-23Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfporUniversidade Estadual da ParaíbaPrograma de Pós-Graduação em Saúde Pública - PPGSPUEPBBrasilPró-Reitoria de Pós-Graduação e Pesquisa - PRPGPObesidade infantilConsumo alimentarAtividade físicaJogos experimentaisPediatric obesityMotor activityFood consumptionSAUDE COLETIVA::SAUDE PUBLICAImpacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controladoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis-4979121372796375736006006005248714503811102783112649244584600979info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UEPBinstname:Universidade Estadual da Paraíba (UEPB)instacron:UEPBORIGINALPDF - Geisielly Raquel da Cruz Aguiar.pdfPDF - Geisielly Raquel da Cruz Aguiar.pdfapplication/pdf2110802http://tede.bc.uepb.edu.br/jspui/bitstream/tede/4174/2/PDF+-+Geisielly+Raquel+da+Cruz+Aguiar.pdf1ceb8ad152fcd472490d1d0b57b6d9ddMD52LICENSElicense.txtlicense.txttext/plain; charset=utf-81960http://tede.bc.uepb.edu.br/jspui/bitstream/tede/4174/1/license.txt6052ae61e77222b2086e666b7ae213ceMD51tede/41742022-03-01 13:46:33.19oai:tede.bc.uepb.edu.br: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Biblioteca Digital de Teses e Dissertaçõeshttp://tede.bc.uepb.edu.br/jspui/PUBhttp://tede.bc.uepb.edu.br/oai/requestbc@uepb.edu.br||opendoar:2022-03-01T16:46:33Biblioteca Digital de Teses e Dissertações da UEPB - Universidade Estadual da Paraíba (UEPB)false |
dc.title.por.fl_str_mv |
Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado |
title |
Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado |
spellingShingle |
Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado Aguiar, Geisielly Raquel da Cruz Obesidade infantil Consumo alimentar Atividade física Jogos experimentais Pediatric obesity Motor activity Food consumption SAUDE COLETIVA::SAUDE PUBLICA |
title_short |
Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado |
title_full |
Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado |
title_fullStr |
Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado |
title_full_unstemmed |
Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado |
title_sort |
Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado |
author |
Aguiar, Geisielly Raquel da Cruz |
author_facet |
Aguiar, Geisielly Raquel da Cruz |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Carvalho, Danielle Franklin de |
dc.contributor.advisor1ID.fl_str_mv |
02698813440 |
dc.contributor.referee1.fl_str_mv |
Medeiros, Carla Campos Muniz |
dc.contributor.referee1ID.fl_str_mv |
64135667449 |
dc.contributor.referee2.fl_str_mv |
Vianna, Rodrigo Pinheiro de Toledo |
dc.contributor.referee2ID.fl_str_mv |
10498178854 |
dc.contributor.referee3.fl_str_mv |
Palmeira, Poliana de Araújo |
dc.contributor.referee3ID.fl_str_mv |
04375448423 |
dc.contributor.authorID.fl_str_mv |
70071041427 |
dc.contributor.author.fl_str_mv |
Aguiar, Geisielly Raquel da Cruz |
contributor_str_mv |
Carvalho, Danielle Franklin de Medeiros, Carla Campos Muniz Vianna, Rodrigo Pinheiro de Toledo Palmeira, Poliana de Araújo |
dc.subject.por.fl_str_mv |
Obesidade infantil Consumo alimentar Atividade física Jogos experimentais |
topic |
Obesidade infantil Consumo alimentar Atividade física Jogos experimentais Pediatric obesity Motor activity Food consumption SAUDE COLETIVA::SAUDE PUBLICA |
dc.subject.eng.fl_str_mv |
Pediatric obesity Motor activity Food consumption |
dc.subject.cnpq.fl_str_mv |
SAUDE COLETIVA::SAUDE PUBLICA |
description |
INTRODUTION: Obesity is associated with a growing increase in the consumption of foods rich in empty energy and with a high fat content, as well as physical inactivity combined with sedentary habits. Therefore, an interactive game platform called an active video game has been used, which can be used as a technological tool to promote the practice of physical activity and, thus, positively affect food consumption by stimulating healthy habits. OBJECTIVE: evaluated the impact of active video games, with the aid of gamification, on the frequency of consumption of unhealthy foods among overweight or obese teenagers. It is a controlled intervention study with two comparison groups: an experimental and a control group (without intervention), developed in two public schools (one for each group) of elementary education in the city of Campina Grande - PB. The participants of the experimental group performed physical activity with the aid of an exergame (XBOX 360), three times a week, with a duration of 50 minutes each session, in the period of eight weeks, associated with gamification. The data were collected before and after the intervention, in both groups, being: nutritional status (body mass index and abdominal adiposity), food (frequency of consumption of unhealthy foods), lifestyle (level of physical activity, sedentary habit), sociodemographic (economic class, maternal education, sex, age, skin color). The data were evaluated using the chi-square test and McNemar using SPSS 22.0 and a significance level of 5% was adopted. The study was approved by the Ethics Committee (84019518.3.0000.5187), REBEC (RBC-2xn3g6) and Clinical Trials (NCT03532659). RESULTS: of the total, 76 teenagers completed the study, 40 belonging to the control group and 36 to the experimental group. As for sex, 51.3% were female; the highest percentage was in the age group equal to or greater than 12 years (71.1%). Screening time over two hours a day was reported by 86.8% of teenagers and an inactive lifestyle by 34.2%. 52.6% were classified as overweight and 68.5% of the teenagers had abdominal adiposity. In the comparison between the groups, there was no statistically significant difference regarding the frequency of consumption of unhealthy foods after the intervention. However, when comparing teenagers with themselves, before and after the intervention (intra-group comparison), there was a reduction in the weekly frequency for the consumption of some foods. CONCLUSION: It was possible to verify that the use of the active video game, as a PA practice tool, had an impact on the consumption of some unhealthy foods, such as chocolate, soft drink and popsicles. |
publishDate |
2020 |
dc.date.issued.fl_str_mv |
2020-09-23 |
dc.date.accessioned.fl_str_mv |
2022-03-01T16:46:33Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.citation.fl_str_mv |
AGUIAR, Geisielly Raquel da Cruz. Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado. 2020. 110f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2022. |
dc.identifier.uri.fl_str_mv |
http://tede.bc.uepb.edu.br/jspui/handle/tede/4174 |
identifier_str_mv |
AGUIAR, Geisielly Raquel da Cruz. Impacto do videogame ativo sobre o consumo de alimentos não saudáveis entre adolescentes com excesso de peso: Estudo de intervenção controlado. 2020. 110f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2022. |
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http://tede.bc.uepb.edu.br/jspui/handle/tede/4174 |
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por |
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por |
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600 600 600 |
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info:eu-repo/semantics/openAccess |
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openAccess |
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Universidade Estadual da Paraíba |
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Programa de Pós-Graduação em Saúde Pública - PPGSP |
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UEPB |
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Brasil |
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Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP |
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Universidade Estadual da Paraíba |
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