Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Silva, Marina Nunes de Souza
Orientador(a): Medeiros, Carla Campos Muniz
Banca de defesa: Carvalho, Danielle Franklin de, Cantalice, Anajás da Silva Cardoso
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: BR
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://repositorio.uepb.edu.br/handle/123456789/74612
Resumo: INTRODUCTION: the practice of physical activity has become indispensable for the prevention of cardiometabolic risk factors, especially during childhood and adolescence, a phase characterized by the adoption of sedentary habits, such as the use of video games daily. In an innovative way, games for video games were created, called active video games (VGA), which require the individual to perform body movements while playing. OBJECTIVE: to evaluate the effect of physical exercise promoted through the active video game (VGA) on the levels of ultra-sensitive C-reactive protein (CRP us) and indicators of adiposity in overweight or obese adolescents. METHODS: randomized Clinical Trial, carried out on 63 adolescents, from two municipal public schools in Campina Grande, aged 10 to 16 years, 11 months and 29 days, with overweight or obesity, allocated in two groups: 33 in the experimental group and 30 in control, the latter was adopted for comparative purposes. Randomization was carried out between schools, adolescents from the experimental school performed physical activity with the aid of one (XBOX360), three times a week, for 50 minutes a day, for a period of eight weeks, associated with gamification. Data collection instruments were used before and after the intervention: evaluation of anthropometric data, body composition, subscapular and tricipital skinfolds, socioeconomic data and blood level of CRP us. To evaluate the effect of the intervention on the outcome variables, between the groups, the t-student or Mann Whitney tests were used and within the same group, the paired t-student test or the Wilcoson test, depending on the distribution of the variable evaluated through the Kolmogorov-Sminorv test. The statistical program used was the Statistical Package for the Social Sciences (SPSS), in its version 22.0. In all analyzes, a significance level of 5% was adopted. RESULTS: of the evaluated adolescents, 41.3% had obesity, 56.5% high AC / height ratio and 11.1% high CRP. After the intervention, there was a significant decrease in BMI (p = 0.007) and a significantly lower value in the percentage of fat (p = 0.026) and in the level of the CRP us (p = 0.008). In addition, the control group showed a significant increase in the percentage of fat and CRP us. CONCLUSION: the use of VGA contributed significantly to a decrease in BMI and to lower values of fat percentage and the level of CRP in adolescents. However, it is suggested that future research be carried out for a longer period of intervention.
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spelling 2022-01-13T13:41:58Z2026-03-02T13:54:48Z2020-05-25SILVA, Marina Nunes de Souza. Impacto do videogame ativo no níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado. 2020. 83f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2021.https://repositorio.uepb.edu.br/handle/123456789/7461224004014009P4INTRODUCTION: the practice of physical activity has become indispensable for the prevention of cardiometabolic risk factors, especially during childhood and adolescence, a phase characterized by the adoption of sedentary habits, such as the use of video games daily. In an innovative way, games for video games were created, called active video games (VGA), which require the individual to perform body movements while playing. OBJECTIVE: to evaluate the effect of physical exercise promoted through the active video game (VGA) on the levels of ultra-sensitive C-reactive protein (CRP us) and indicators of adiposity in overweight or obese adolescents. METHODS: randomized Clinical Trial, carried out on 63 adolescents, from two municipal public schools in Campina Grande, aged 10 to 16 years, 11 months and 29 days, with overweight or obesity, allocated in two groups: 33 in the experimental group and 30 in control, the latter was adopted for comparative purposes. Randomization was carried out between schools, adolescents from the experimental school performed physical activity with the aid of one (XBOX360), three times a week, for 50 minutes a day, for a period of eight weeks, associated with gamification. Data collection instruments were used before and after the intervention: evaluation of anthropometric data, body composition, subscapular and tricipital skinfolds, socioeconomic data and blood level of CRP us. To evaluate the effect of the intervention on the outcome variables, between the groups, the t-student or Mann Whitney tests were used and within the same group, the paired t-student test or the Wilcoson test, depending on the distribution of the variable evaluated through the Kolmogorov-Sminorv test. The statistical program used was the Statistical Package for the Social Sciences (SPSS), in its version 22.0. In all analyzes, a significance level of 5% was adopted. RESULTS: of the evaluated adolescents, 41.3% had obesity, 56.5% high AC / height ratio and 11.1% high CRP. After the intervention, there was a significant decrease in BMI (p = 0.007) and a significantly lower value in the percentage of fat (p = 0.026) and in the level of the CRP us (p = 0.008). In addition, the control group showed a significant increase in the percentage of fat and CRP us. CONCLUSION: the use of VGA contributed significantly to a decrease in BMI and to lower values of fat percentage and the level of CRP in adolescents. However, it is suggested that future research be carried out for a longer period of intervention.INTRODUÇÃO: A prática de atividade física tornou-se indispensável para prevenção de fatores de risco cardiometabólicos, principalmente, durante a infância e adolescência, fase caracterizada pela adoção de hábitos sedentários, como exemplo a utilização de jogos de vídeo diariamente. De forma inovadora foram criados jogos para videogames, chamados de videogame ativo (VGA), que exigem do indivíduo a realização de movimentos corporais enquanto joga. OBJETIVO: Avaliar o efeito do exercício físico promovido através do videogame ativo (VGA) nos níveis de Proteína C-reativa ultrassensível (PCR us) e indicadores de adiposidade adolescentes com sobrepeso ou obesidade. MÉTODOS: Ensaio Clínico Randomizado, realizado em 63 adolescentes, de duas escolas públicas municipais de Campina Grande, com idade entre 10 a 16 anos, 11 meses e 29 dias, com sobrepeso ou obesidade, alocados em dois grupos: 33 no grupo experimental e 30 no controle, este último foi adotado para fins comparativos. A randomização foi realizada entre as escolas, os adolescentes da escola experimental realizaram atividade física com auxílio de um (XBOX360), três vezes por semana, durante 50 minutos por dia, por um período de oito semanas, associado à gamificação. Foram utilizados instrumentos de coleta de dados antes e após a intervenção: avaliação de dados antropométricos, composição corporal, dobras cutâneas subescapular e tricipital, dados socioeconômicos e nível sanguíneo da PCR us. Para avaliação do efeito da intervenção nas variáveis desfechos, entre os grupos, foram utilizados os testes t- student ou de Mann Whitney e dentro do mesmo grupo, o teste t-student pareado ou de Wilcoson, a depender da distribuição da variável avaliada através do teste Kolmogorov Sminorv. Para a realização do processo de análises estatísticas o programa utilizado foi o Statistical Package for the Social Sciences (SPSS), em sua versão 22.0. Em todas as análises adotou-se nível de significância de 5%. RESULTADOS: Dos adolescentes avaliados, 41,3% tinham obesidade, 56,5% relação CA/estatura elevada e 11,1% PCR us elevada. Após a intervenção observou-se um diminuição significativa do IMC (p=0,007) e um valor significativamente menor no percentual de gordura (p= 0,026) e do nível do PCR us (p=0,008). Além disso, no grupo controle observou-se aumento significativo no percentual de gordura e PCR us. CONCLUSÃO: A utilização do VGA contribuiu de forma significativa para diminuição do IMC e para valores menores de percentual de gordura e do nível de PCR us dos adolescentes. Entretanto, sugere-se a realização de pesquisas futuras por um período maior de intervenção.Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPqapplication/pdfUniversidade Estadual da ParaíbaPrograma de Pós-Graduação em Saúde Pública - PPGSPUEPBBRPró-Reitoria de Pós-Graduação e Pesquisa - PRPGPPró-Reitoria de Pós-Graduação e Pesquisa - PRPGPVideo gamesBody compositionC-reactive proteinAdolescentsObesitySAUDE COLETIVAObesidadeJogos de vídeoComposição corporalProteína C-ReativaAdolescentesImpacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizadoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisCarvalho, Danielle Franklin deCantalice, Anajás da Silva CardosoMedeiros, Carla Campos MunizSilva, Marina Nunes de Souzainfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Estadual da Paraíba (UEPB)instname:Universidade Estadual da Paraíba (UEPB)instacron:UEPBLICENSElicense.txtlicense.txttext/plain; charset=utf-81960https://repositorio.uepb.edu.br/bitstreams/8aa110ed-80ec-4143-8ee9-afbbb1aed10b/download6052ae61e77222b2086e666b7ae213ceMD51falseAnonymousREADlicense.txtlicense.txttext/plain; charset=utf-81324https://repositorio.uepb.edu.br/bitstreams/7338685c-3492-4808-b242-c72d90518816/downloadea12793326f265c7d8ea2bcdd2c49d6fMD53falseAnonymousREADORIGINALPDF - Marina Nunes de Souza Silva.pdfPDF - Marina Nunes de Souza Silva.pdfPDF - Marina Nunes de Souza Silvaapplication/pdf2155357https://repositorio.uepb.edu.br/bitstreams/dd936a14-c713-4676-ab17-d5303da3cd2e/download8cb4a12c05aa22c51441354807c0aa13MD52trueAnonymousREADTHUMBNAILPDF - Marina Nunes de Souza Silva.pdf.jpgPDF - Marina Nunes de Souza Silva.pdf.jpgGenerated Thumbnailimage/jpeg3027https://repositorio.uepb.edu.br/bitstreams/c54c75fa-a0fd-40f1-abf6-e7a801bbad10/download9e49457b70db6536f9a0b07acbd0e8bbMD54falseAnonymousREAD123456789/746122026-05-06T11:51:05.060392Zopen.accessoai:repositorio.uepb.edu.br:123456789/74612https://repositorio.uepb.edu.brRepositório InstitucionalPUBhttp://dspace.bc.uepb.edu.br/oai/requestsibuepb@setor.uepb.edu.bropendoar:2026-05-06T11:51:05Repositório Institucional da Universidade Estadual da Paraíba (UEPB) - Universidade Estadual da Paraíba (UEPB)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
dc.title.none.fl_str_mv Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado
title Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado
spellingShingle Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado
Silva, Marina Nunes de Souza
Video games
Body composition
C-reactive protein
Adolescents
Obesity
SAUDE COLETIVA
Obesidade
Jogos de vídeo
Composição corporal
Proteína C-Reativa
Adolescentes
title_short Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado
title_full Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado
title_fullStr Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado
title_full_unstemmed Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado
title_sort Impacto do videogame ativo nos níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado
author Silva, Marina Nunes de Souza
author_facet Silva, Marina Nunes de Souza
author_role author
dc.contributor.referee1.fl_str_mv Carvalho, Danielle Franklin de
dc.contributor.referee2.fl_str_mv Cantalice, Anajás da Silva Cardoso
dc.contributor.advisor1.fl_str_mv Medeiros, Carla Campos Muniz
dc.contributor.author.fl_str_mv Silva, Marina Nunes de Souza
contributor_str_mv Carvalho, Danielle Franklin de
Cantalice, Anajás da Silva Cardoso
Medeiros, Carla Campos Muniz
dc.subject.eng.fl_str_mv Video games
Body composition
C-reactive protein
Adolescents
Obesity
topic Video games
Body composition
C-reactive protein
Adolescents
Obesity
SAUDE COLETIVA
Obesidade
Jogos de vídeo
Composição corporal
Proteína C-Reativa
Adolescentes
dc.subject.cnpq.fl_str_mv SAUDE COLETIVA
dc.subject.por.fl_str_mv Obesidade
Jogos de vídeo
Composição corporal
Proteína C-Reativa
Adolescentes
description INTRODUCTION: the practice of physical activity has become indispensable for the prevention of cardiometabolic risk factors, especially during childhood and adolescence, a phase characterized by the adoption of sedentary habits, such as the use of video games daily. In an innovative way, games for video games were created, called active video games (VGA), which require the individual to perform body movements while playing. OBJECTIVE: to evaluate the effect of physical exercise promoted through the active video game (VGA) on the levels of ultra-sensitive C-reactive protein (CRP us) and indicators of adiposity in overweight or obese adolescents. METHODS: randomized Clinical Trial, carried out on 63 adolescents, from two municipal public schools in Campina Grande, aged 10 to 16 years, 11 months and 29 days, with overweight or obesity, allocated in two groups: 33 in the experimental group and 30 in control, the latter was adopted for comparative purposes. Randomization was carried out between schools, adolescents from the experimental school performed physical activity with the aid of one (XBOX360), three times a week, for 50 minutes a day, for a period of eight weeks, associated with gamification. Data collection instruments were used before and after the intervention: evaluation of anthropometric data, body composition, subscapular and tricipital skinfolds, socioeconomic data and blood level of CRP us. To evaluate the effect of the intervention on the outcome variables, between the groups, the t-student or Mann Whitney tests were used and within the same group, the paired t-student test or the Wilcoson test, depending on the distribution of the variable evaluated through the Kolmogorov-Sminorv test. The statistical program used was the Statistical Package for the Social Sciences (SPSS), in its version 22.0. In all analyzes, a significance level of 5% was adopted. RESULTS: of the evaluated adolescents, 41.3% had obesity, 56.5% high AC / height ratio and 11.1% high CRP. After the intervention, there was a significant decrease in BMI (p = 0.007) and a significantly lower value in the percentage of fat (p = 0.026) and in the level of the CRP us (p = 0.008). In addition, the control group showed a significant increase in the percentage of fat and CRP us. CONCLUSION: the use of VGA contributed significantly to a decrease in BMI and to lower values of fat percentage and the level of CRP in adolescents. However, it is suggested that future research be carried out for a longer period of intervention.
publishDate 2020
dc.date.issued.fl_str_mv 2020-05-25
dc.date.accessioned.fl_str_mv 2022-01-13T13:41:58Z
2026-03-02T13:54:48Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.citation.fl_str_mv SILVA, Marina Nunes de Souza. Impacto do videogame ativo no níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado. 2020. 83f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2021.
dc.identifier.uri.fl_str_mv https://repositorio.uepb.edu.br/handle/123456789/74612
dc.identifier.capesdegreeprogramcode.none.fl_str_mv 24004014009P4
identifier_str_mv SILVA, Marina Nunes de Souza. Impacto do videogame ativo no níveis de proteína c-reativa e indicadores de adiposidade de adolescentes com excesso de peso: um ensaio clínico randomizado. 2020. 83f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2021.
24004014009P4
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