Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise

Detalhes bibliográficos
Ano de defesa: 2025
Autor(a) principal: Luiz, Rodrigo Pereira lattes
Orientador(a): Dias, Raphael Mendes Ritti lattes
Banca de defesa: Dias, Raphael Mendes Ritti lattes, Jorge, Luciana Maria Malosa Sampaio lattes, Silva, Aline Mendes Gerage da lattes
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Nove de Julho
Programa de Pós-Graduação: Programa de Pós-Graduação em Ciências da Reabilitação
Departamento: Saúde
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://bibliotecatede.uninove.br/handle/tede/3915
Resumo: Introduction: Patients with cardiopulmonary diseases often require cardiopulmonary rehabilitation to improve physical activity levels, functional capacity, and quality of life. However, lack of adherence to the training program, increased healthcare costs with these programs, and inequality in access to healthcare resources have been important challenges for participation in conventional rehabilitation programs. Gamification, defined as the use of game design elements in non-game contexts, has been used in studies that used remote rehabilitation programs. Objective: To synthesize the evidence on the effects of gamification applied in cardiopulmonary rehabilitation on the quality of life, physical activity level, and functional capacity of patients with cardiopulmonary diseases. Methods: Systematic review with meta-analysis with research up to May 11, 2025, in the electronic databases: MEDLINE via PubMed, Web of Science, Embase, Cochrane Library, PEDro, Scopus, and Trip Data Base. The PICO strategy was used, which included studies with patients with cardiopulmonary diseases, adults and elderly people of both sexes, in rehabilitation or post-cardiopulmonary rehabilitation with Gamified interventions, compared to a placebo group or no intervention, which evaluated the outcomes of physical activity level, quality of life and functional capacity. Studies involving patients with other diseases or healthy populations, with virtual reality interventions, exergames, active video games and motion detection technologies were excluded. The screening, separation and analysis of the studies were performed by two independent reviewers. The methodological quality was assessed using the PEDro scale, the risk of bias of the studies using the Cochrane ROB2 and the quality of the evidence using the GRADE methodology. The data were synthesized and presented in tables and graphs. Results: From the initial search, 1.427 articles were identified. Of these, 160 duplicates were excluded and, after screening by title and abstract, 24 studies were selected for full reading, 16 studies were then excluded, leaving eight articles for the review. The included studies totaled 2.734 participants, 50.5% of whom were male, aged 18 to 80 years, with cardiopulmonary diseases. Physical activity was assessed by steps per day, daily minutes of moderate to vigorous physical activity, wearable device as an activity tracker, total physical activity by metabolic equivalent, self-report, smartphone accelerometers and movement regimen. For the meta-analysis, data related to steps per day were used, with an overall result in favor of gamification in relation to the control group (SMD 0.39, 95% CI 0.26 - 0.52), with moderate certainty of evidence. Functional capacity was assessed by two studies and quality of life by only one study, identifying a clinically and statistically significant increase in functional status and improvement in quality of life in relation to baseline levels. Conclusion: Our results suggest that gamification has a beneficial effect on cardiovascular rehabilitation in relation to the level of physical activity, however there is a gap in the literature regarding the use of gamification in quality of life and functional capacity in cardiopulmonary rehabilitation.
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spelling Dias, Raphael Mendes Rittihttp://lattes.cnpq.br/7585097807348027Farah, Breno Quintellahttp://lattes.cnpq.br/6914216878368661Dias, Raphael Mendes Rittihttp://lattes.cnpq.br/7585097807348027Jorge, Luciana Maria Malosa Sampaiohttp://lattes.cnpq.br/2970138065407046Silva, Aline Mendes Gerage dahttp://lattes.cnpq.br/3522462017589271http://lattes.cnpq.br/9278228773865059Luiz, Rodrigo Pereira2026-03-10T17:28:25Z2025-06-17Luiz, Rodrigo Pereira. Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise. 2025. 102 f. Tese( Programa de Pós-Graduação em Ciências da Reabilitação) - Universidade Nove de Julho, São Paulo.http://bibliotecatede.uninove.br/handle/tede/3915Introduction: Patients with cardiopulmonary diseases often require cardiopulmonary rehabilitation to improve physical activity levels, functional capacity, and quality of life. However, lack of adherence to the training program, increased healthcare costs with these programs, and inequality in access to healthcare resources have been important challenges for participation in conventional rehabilitation programs. Gamification, defined as the use of game design elements in non-game contexts, has been used in studies that used remote rehabilitation programs. Objective: To synthesize the evidence on the effects of gamification applied in cardiopulmonary rehabilitation on the quality of life, physical activity level, and functional capacity of patients with cardiopulmonary diseases. Methods: Systematic review with meta-analysis with research up to May 11, 2025, in the electronic databases: MEDLINE via PubMed, Web of Science, Embase, Cochrane Library, PEDro, Scopus, and Trip Data Base. The PICO strategy was used, which included studies with patients with cardiopulmonary diseases, adults and elderly people of both sexes, in rehabilitation or post-cardiopulmonary rehabilitation with Gamified interventions, compared to a placebo group or no intervention, which evaluated the outcomes of physical activity level, quality of life and functional capacity. Studies involving patients with other diseases or healthy populations, with virtual reality interventions, exergames, active video games and motion detection technologies were excluded. The screening, separation and analysis of the studies were performed by two independent reviewers. The methodological quality was assessed using the PEDro scale, the risk of bias of the studies using the Cochrane ROB2 and the quality of the evidence using the GRADE methodology. The data were synthesized and presented in tables and graphs. Results: From the initial search, 1.427 articles were identified. Of these, 160 duplicates were excluded and, after screening by title and abstract, 24 studies were selected for full reading, 16 studies were then excluded, leaving eight articles for the review. The included studies totaled 2.734 participants, 50.5% of whom were male, aged 18 to 80 years, with cardiopulmonary diseases. Physical activity was assessed by steps per day, daily minutes of moderate to vigorous physical activity, wearable device as an activity tracker, total physical activity by metabolic equivalent, self-report, smartphone accelerometers and movement regimen. For the meta-analysis, data related to steps per day were used, with an overall result in favor of gamification in relation to the control group (SMD 0.39, 95% CI 0.26 - 0.52), with moderate certainty of evidence. Functional capacity was assessed by two studies and quality of life by only one study, identifying a clinically and statistically significant increase in functional status and improvement in quality of life in relation to baseline levels. Conclusion: Our results suggest that gamification has a beneficial effect on cardiovascular rehabilitation in relation to the level of physical activity, however there is a gap in the literature regarding the use of gamification in quality of life and functional capacity in cardiopulmonary rehabilitation.Introdução: Pacientes com doenças cardiopulmonares muitas vezes necessitam de reabilitação cardiopulmonar, para melhorar níveis de atividade física, capacidade funcional e qualidade de vida. No entanto, a falta de aderência e adesão ao programa de treinamento, o aumento dos custos com saúde com esses programas e a desigualdade no acesso aos recursos de saúde têm sido desafios importantes para a participação nos programas de reabilitação convencionais. A gamificação, definida como a utilização de elementos de design de jogos em contextos não relacionados a jogos, tem sido utilizada em estudos que utilizaram programas de reabilitação remota. Objetivo: Sintetizar as evidências sobre os efeitos da gamificação aplicada na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional dos pacientes com doenças cardiopulmonares. Métodos: Revisão sistemática com meta-análise com pesquisa até 11 de maio de 2025, nas bases de dados eletrônicas: MEDLINE via PubMed, Web of Science, Embase, Cochrane Library, PEDro, Scopus e Trip Data Base. Foi utilizada a estratégia PICO, nas quais foram incluídos estudos com pacientes com doenças cardiopulmonares, adultos e idosos de ambos os sexos, em reabilitação ou pós-reabilitação cardiopulmonar com intervenções Gamificadas, comparados a grupo placebo ou nenhuma intervenção, que avaliaram os desfechos de nível de atividade física, qualidade de vida e capacidade funcional. Foram excluídos os estudos com pacientes com outras doenças ou população saudável, com intervenções de realidade virtual, exergames, videogames ativos e tecnologias de detecção de movimento. A triagem, separação e análise dos estudos foram realizadas por dois revisores independentes. A qualidade metodológica foi avaliada pela escala PEDro, o risco de viés dos estudos pela Cochrane ROB2 e a qualidade da evidência pela metodologia GRADE. Os dados foram sintetizados e apresentados em formato de quadros e gráficos. Resultados: A partir da busca inicial foram identificados 1427 artigos. Destes, foram excluídas 160 duplicatas e, após triagem por título e resumo, foram selecionados 24 estudos para leitura completa, sendo então excluídos 16 estudos, restando oito artigos para a revisão. Os estudos incluídos totalizaram 2734 participantes, sendo 50,5% do sexo masculino, com idade de 18 a 80 anos, com doenças cardiopulmonares. A atividade física foi avaliada por passos por dia, minutos diários de atividade física moderada a vigorosa, dispositivo vestível como rastreador de atividades, atividade física total por equivalente metabólico, autorrelato, acelerômetros de smartphones e regime de movimento. Para a metanálise foram utilizados os dados referentes a passos por dia, com resultado geral a favor da gamificação em realação ao grupo controle (SMD 0,39, IC 95% 0,26 - 0,52), com moderada certeza da evidência. A capacidade funcional foi avaliada por dois estudos e a qualidade de vida somente por um estudo, sendo identificado aumento clinica e estatisticamente significativo no estado funcional e melhora da qualidade de vida em relação aos níveis basais. Conclusão: Nossos resultados sugerem que a gamificação tem efeito benéfico na reabilitação cardiovascular em relação ao nível de atividade física, porém há uma lacuna na literatura quanto ao uso da gamificação na qualidade de vida e capacidade funcional na reabilitação cardiopulmonar.Submitted by Nadir Basilio (nadirsb@uninove.br) on 2026-03-10T17:28:25Z No. of bitstreams: 1 Rodrigo Pereira Luiz.pdf: 1695815 bytes, checksum: 2c2d5a37f64c6a6f816aa7c8678eceb4 (MD5)Made available in DSpace on 2026-03-10T17:28:25Z (GMT). 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dc.title.por.fl_str_mv Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise
dc.title.alternative.eng.fl_str_mv Effects of gamification in cardiopulmonary rehabilitation on quality of life, physical activity level and functional capacity: a systematic review and meta-analysis
title Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise
spellingShingle Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise
Luiz, Rodrigo Pereira
gamificação
reabilitação
reabilitação cardíaca
doenças cardíacas
doenças pulmonares
gamification
rehabilitation
cardiac rehabilitation
heart diseases
lung diseases
CIENCIAS DA SAUDE
title_short Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise
title_full Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise
title_fullStr Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise
title_full_unstemmed Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise
title_sort Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise
author Luiz, Rodrigo Pereira
author_facet Luiz, Rodrigo Pereira
author_role author
dc.contributor.advisor1.fl_str_mv Dias, Raphael Mendes Ritti
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/7585097807348027
dc.contributor.advisor-co1.fl_str_mv Farah, Breno Quintella
dc.contributor.advisor-co1Lattes.fl_str_mv http://lattes.cnpq.br/6914216878368661
dc.contributor.referee1.fl_str_mv Dias, Raphael Mendes Ritti
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/7585097807348027
dc.contributor.referee2.fl_str_mv Jorge, Luciana Maria Malosa Sampaio
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/2970138065407046
dc.contributor.referee3.fl_str_mv Silva, Aline Mendes Gerage da
dc.contributor.referee3Lattes.fl_str_mv http://lattes.cnpq.br/3522462017589271
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/9278228773865059
dc.contributor.author.fl_str_mv Luiz, Rodrigo Pereira
contributor_str_mv Dias, Raphael Mendes Ritti
Farah, Breno Quintella
Dias, Raphael Mendes Ritti
Jorge, Luciana Maria Malosa Sampaio
Silva, Aline Mendes Gerage da
dc.subject.por.fl_str_mv gamificação
reabilitação
reabilitação cardíaca
doenças cardíacas
doenças pulmonares
topic gamificação
reabilitação
reabilitação cardíaca
doenças cardíacas
doenças pulmonares
gamification
rehabilitation
cardiac rehabilitation
heart diseases
lung diseases
CIENCIAS DA SAUDE
dc.subject.eng.fl_str_mv gamification
rehabilitation
cardiac rehabilitation
heart diseases
lung diseases
dc.subject.cnpq.fl_str_mv CIENCIAS DA SAUDE
description Introduction: Patients with cardiopulmonary diseases often require cardiopulmonary rehabilitation to improve physical activity levels, functional capacity, and quality of life. However, lack of adherence to the training program, increased healthcare costs with these programs, and inequality in access to healthcare resources have been important challenges for participation in conventional rehabilitation programs. Gamification, defined as the use of game design elements in non-game contexts, has been used in studies that used remote rehabilitation programs. Objective: To synthesize the evidence on the effects of gamification applied in cardiopulmonary rehabilitation on the quality of life, physical activity level, and functional capacity of patients with cardiopulmonary diseases. Methods: Systematic review with meta-analysis with research up to May 11, 2025, in the electronic databases: MEDLINE via PubMed, Web of Science, Embase, Cochrane Library, PEDro, Scopus, and Trip Data Base. The PICO strategy was used, which included studies with patients with cardiopulmonary diseases, adults and elderly people of both sexes, in rehabilitation or post-cardiopulmonary rehabilitation with Gamified interventions, compared to a placebo group or no intervention, which evaluated the outcomes of physical activity level, quality of life and functional capacity. Studies involving patients with other diseases or healthy populations, with virtual reality interventions, exergames, active video games and motion detection technologies were excluded. The screening, separation and analysis of the studies were performed by two independent reviewers. The methodological quality was assessed using the PEDro scale, the risk of bias of the studies using the Cochrane ROB2 and the quality of the evidence using the GRADE methodology. The data were synthesized and presented in tables and graphs. Results: From the initial search, 1.427 articles were identified. Of these, 160 duplicates were excluded and, after screening by title and abstract, 24 studies were selected for full reading, 16 studies were then excluded, leaving eight articles for the review. The included studies totaled 2.734 participants, 50.5% of whom were male, aged 18 to 80 years, with cardiopulmonary diseases. Physical activity was assessed by steps per day, daily minutes of moderate to vigorous physical activity, wearable device as an activity tracker, total physical activity by metabolic equivalent, self-report, smartphone accelerometers and movement regimen. For the meta-analysis, data related to steps per day were used, with an overall result in favor of gamification in relation to the control group (SMD 0.39, 95% CI 0.26 - 0.52), with moderate certainty of evidence. Functional capacity was assessed by two studies and quality of life by only one study, identifying a clinically and statistically significant increase in functional status and improvement in quality of life in relation to baseline levels. Conclusion: Our results suggest that gamification has a beneficial effect on cardiovascular rehabilitation in relation to the level of physical activity, however there is a gap in the literature regarding the use of gamification in quality of life and functional capacity in cardiopulmonary rehabilitation.
publishDate 2025
dc.date.issued.fl_str_mv 2025-06-17
dc.date.accessioned.fl_str_mv 2026-03-10T17:28:25Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv Luiz, Rodrigo Pereira. Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise. 2025. 102 f. Tese( Programa de Pós-Graduação em Ciências da Reabilitação) - Universidade Nove de Julho, São Paulo.
dc.identifier.uri.fl_str_mv http://bibliotecatede.uninove.br/handle/tede/3915
identifier_str_mv Luiz, Rodrigo Pereira. Efeitos da gamificação na reabilitação cardiopulmonar na qualidade de vida, nível de atividade física e capacidade funcional: uma revisão sistemática e meta-análise. 2025. 102 f. Tese( Programa de Pós-Graduação em Ciências da Reabilitação) - Universidade Nove de Julho, São Paulo.
url http://bibliotecatede.uninove.br/handle/tede/3915
dc.language.iso.fl_str_mv por
language por
dc.relation.cnpq.fl_str_mv 8765449414823306929
dc.relation.confidence.fl_str_mv 600
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Nove de Julho
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Ciências da Reabilitação
dc.publisher.initials.fl_str_mv UNINOVE
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dc.publisher.department.fl_str_mv Saúde
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