Exportação concluída — 

Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Dantas, Jaqueline Costa
Orientador(a): Medeiros, Carla Campos Muniz
Banca de defesa: Carvalho, Danielle Franklin de, Vianna, Rodrigo Pinheiro de Toledo
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/123456789/74637
Resumo: Obesity is considered one of the major problems of global public health due to its rapid growth and multi-causality, causing physical and mental damages, especially in the children's and youth public. In addition, studies have shown a relation between the reduction of the practice of physical activity with the weight gain and, consequent, decreased quality of life. Therefore, the effect of the active videogame on the quality of life and nutritional status of adolescents with excess weight was evaluated. This is a randomized clinical trial conducted in the second half of 2018. The final sample consisted of 84 adolescents, between 10 and 17 years old, of daytime running public schools in the city of Campina Grande-PB, distributed in 40 adolescents in the experimental group and 44 in the control group. Randomization was done by school and attended all eligible adolescents belonging the two selected schools. Demographic (sex, age and skin color), economic characteristics (economic classification), level of physical activity, nutritional status and health-related quality of life (Kidscreen-52) were evaluated, and these last three variables evaluated before and after the intervention. The adolescents were divided into groups of four to carry out the intervention which included the execution of physical activity through the XBOX 360® platform and Just Dance games, for 50 minutes, three times a week for eight weeks. The chi-square test was applied to perform a comparative analysis of the variables studied between the control and experimental groups, before the intervention, in order to evaluate the randomization procedure. The effect of the intervention was analyzed through the McNemar test, being later stratified by sex, nutritional status and physical activity level in the variables that presented significance in the initial evaluation. For the statistical analysis was used SPSS version 22.0 and a significance level of 5% was adopted. The study was approved by the Research Ethics Committee, CAAE: 84019518.3.0000.5187, registered in Clinical Trials (NCT03532659) e REBEC (RBR 2xn3g6). It was observed that girls presented worse quality of life in general and in several domains. The non-white skin color was associated with teasing/bullying (p = 0.002). Overweight and irregularly active/sedentary adolescents presented higher frequencies of low quality of life for the family environment (p = 0.039) and health and physical activity domains (p = 0.012), respectively. After the intervention, the quality of life related to the emotional domain (p = 0.012) and nutritional status (p = 0.031), in the experimental group, showed a significant improvement. However, when stratified by sex, the change in the emotional domain persisted only in males (p = 0.031), with a loss of significance in females (p = 0.375). This fact was not observed in relation to nutritional status (p> 0.05) and physical activity level (p> 0.05). The results suggest that the active video game promoted positive effects on quality of life, referring to the emotional domain, mainly male, and nutritional status of obese adolescents.
id UEPB-2_fdc8ec380238ab849a76559b58ad76df
oai_identifier_str oai:repositorio.uepb.edu.br:123456789/74637
network_acronym_str UEPB-2
network_name_str Repositório Institucional da Universidade Estadual da Paraíba (UEPB)
repository_id_str
spelling 2022-03-01T16:42:26Z2026-03-02T14:01:49Z2019-05-31DANTAS, Jaqueline Costa. Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado. 2019. 108f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2022.https://repositorio.uepb.edu.br/handle/123456789/7463724004014009P4Obesity is considered one of the major problems of global public health due to its rapid growth and multi-causality, causing physical and mental damages, especially in the children's and youth public. In addition, studies have shown a relation between the reduction of the practice of physical activity with the weight gain and, consequent, decreased quality of life. Therefore, the effect of the active videogame on the quality of life and nutritional status of adolescents with excess weight was evaluated. This is a randomized clinical trial conducted in the second half of 2018. The final sample consisted of 84 adolescents, between 10 and 17 years old, of daytime running public schools in the city of Campina Grande-PB, distributed in 40 adolescents in the experimental group and 44 in the control group. Randomization was done by school and attended all eligible adolescents belonging the two selected schools. Demographic (sex, age and skin color), economic characteristics (economic classification), level of physical activity, nutritional status and health-related quality of life (Kidscreen-52) were evaluated, and these last three variables evaluated before and after the intervention. The adolescents were divided into groups of four to carry out the intervention which included the execution of physical activity through the XBOX 360® platform and Just Dance games, for 50 minutes, three times a week for eight weeks. The chi-square test was applied to perform a comparative analysis of the variables studied between the control and experimental groups, before the intervention, in order to evaluate the randomization procedure. The effect of the intervention was analyzed through the McNemar test, being later stratified by sex, nutritional status and physical activity level in the variables that presented significance in the initial evaluation. For the statistical analysis was used SPSS version 22.0 and a significance level of 5% was adopted. The study was approved by the Research Ethics Committee, CAAE: 84019518.3.0000.5187, registered in Clinical Trials (NCT03532659) e REBEC (RBR 2xn3g6). It was observed that girls presented worse quality of life in general and in several domains. The non-white skin color was associated with teasing/bullying (p = 0.002). Overweight and irregularly active/sedentary adolescents presented higher frequencies of low quality of life for the family environment (p = 0.039) and health and physical activity domains (p = 0.012), respectively. After the intervention, the quality of life related to the emotional domain (p = 0.012) and nutritional status (p = 0.031), in the experimental group, showed a significant improvement. However, when stratified by sex, the change in the emotional domain persisted only in males (p = 0.031), with a loss of significance in females (p = 0.375). This fact was not observed in relation to nutritional status (p> 0.05) and physical activity level (p> 0.05). The results suggest that the active video game promoted positive effects on quality of life, referring to the emotional domain, mainly male, and nutritional status of obese adolescents.A obesidade é considerada um dos grandes problemas da saúde pública mundial devido ao seu rápido crescimento e multicausalidade, ocasionando prejuízos físicos e mentais, principalmente no público infanto-juvenil. Ademais, estudos têm apontado relação entre a redução da prática de atividade física com o ganho de peso e, consequente, diminuição da qualidade de vida. Diante disto, avaliou-se o efeito do videogame ativo na qualidade de vida e estado nutricional de adolescentes com excesso de peso. Trata-se de um ensaio clínico randomizado realizado no segundo semestre de 2018. A amostra final foi composta por 84 adolescentes entre 10 e 17 anos, de escolas públicas diurnas do município de Campina Grande-PB, distribuídos em 40 adolescentes no grupo experimental e 44 no grupo controle. A randomização foi feita por escola e participaram todos adolescentes elegíveis pertencentes às escolas selecionadas. Foram avaliadas características demográficas (sexo, idade e cor da pele), econômicas (classificação econômica), nível de atividade física, estado nutricional e qualidade de vida relacionada à saúde (Kidscreen-52), sendo essas últimas três variáveis avaliadas antes e após a intervenção. Os adolescentes foram divididos em grupos de quatro para realização da intervenção que consistiu na execução de atividade física através da plataforma XBOX 360® e dos jogos Just Dance, durante 50 minutos, três vezes por semana, por oito semanas. Aplicou-se o teste do qui-quadrado para realizar uma análise comparativa das variáveis estudadas entre os grupos controle e experimental, antes da intervenção, a fim de avaliar o procedimento de randomização. O efeito da intervenção foi analisado através do teste de McNemar, sendo posteriormente estratificado por sexo, estado nutricional e nível de atividade física para as variáveis que apresentaram significância na avaliação inicial. Para análise estatística utilizou-se SPSS versão 22.0 e adotou-se nível de significância de 5%. O estudo foi aprovado pelo Comitê de Ética em Pesquisa, CAAE: 84019518.3.0000.5187, registrado no Clinical Trials (NCT03532659) e REBEC (RBR-2xn3g6). Foi possível observar que as meninas apresentaram piores condições de qualidade de vida geral e em vários domínios. A cor da pele não branca esteve associada à provocação/bullying (p = 0,002). Adolescentes com sobrepeso e irregularmente ativos/sedentários apresentaram maiores frequências de baixa qualidade de vida para os domínios ambiente familiar (p = 0,039) e saúde/atividade física (p = 0,012), respectivamente. Após a intervenção, a qualidade de vida referente ao domínio emocional (p = 0,012) e o estado nutricional (p = 0,031), no grupo experimental, apresentaram uma melhora significativa. Porém ao ser estratificado por sexo, a mudança no domínio emocional persistiu apenas no sexo masculino (p = 0,031), havendo perda de significância no sexo feminino (p = 0,375). Esse fato não foi observado em relação ao estado nutricional (p>0,05) e nível de atividade física (p>0,05). Os resultados sugerem que o videogame ativo promoveu efeitos positivos na qualidade de vida, referente ao domínio emocional, principalmente do sexo masculino, e no estado nutricional dos adolescentes obesos.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 - PRPGPQuality of lifeVideogamePhysical activityAdolescentsObesitySAUDE COLETIVAJogos de vídeoAtividade físicaAdolescenteObesidadeQualidade de vidaImpacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizadoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisCarvalho, Danielle Franklin deVianna, Rodrigo Pinheiro de ToledoMedeiros, Carla Campos MunizDantas, Jaqueline Costainfo: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/e2481c8e-5715-4f53-aae1-ffb45d2e4d5a/download6052ae61e77222b2086e666b7ae213ceMD51falseAnonymousREADlicense.txtlicense.txttext/plain; charset=utf-81324https://repositorio.uepb.edu.br/bitstreams/0cf2a0a9-518a-43e3-9dcd-e51c1d583862/downloadea12793326f265c7d8ea2bcdd2c49d6fMD53falseAnonymousREADORIGINALPDF - Jaqueline Costa Dantas.pdfPDF - Jaqueline Costa Dantas.pdfPDF - Jaqueline Costa Dantasapplication/pdf2795754https://repositorio.uepb.edu.br/bitstreams/39271f76-760b-4e3e-8a2b-00364eb5bb31/download27209deafdc07fcd53e62a6e15b0e514MD52trueAnonymousREADTHUMBNAILPDF - Jaqueline Costa Dantas.pdf.jpgPDF - Jaqueline Costa Dantas.pdf.jpgGenerated Thumbnailimage/jpeg2739https://repositorio.uepb.edu.br/bitstreams/87a933a6-592a-4667-bd2b-58c671263195/download2f7415a6c3cef5629f252646cb2b0e8dMD54falseAnonymousREAD123456789/746372026-04-30T14:09:05.852748Zopen.accessoai:repositorio.uepb.edu.br:123456789/74637https://repositorio.uepb.edu.brRepositório InstitucionalPUBhttp://dspace.bc.uepb.edu.br/oai/requestsibuepb@setor.uepb.edu.bropendoar:2026-04-30T14:09:05Repositório 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 na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado
title Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado
spellingShingle Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado
Dantas, Jaqueline Costa
Quality of life
Videogame
Physical activity
Adolescents
Obesity
SAUDE COLETIVA
Jogos de vídeo
Atividade física
Adolescente
Obesidade
Qualidade de vida
title_short Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado
title_full Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado
title_fullStr Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado
title_full_unstemmed Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado
title_sort Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado
author Dantas, Jaqueline Costa
author_facet Dantas, Jaqueline Costa
author_role author
dc.contributor.referee1.fl_str_mv Carvalho, Danielle Franklin de
dc.contributor.referee2.fl_str_mv Vianna, Rodrigo Pinheiro de Toledo
dc.contributor.advisor1.fl_str_mv Medeiros, Carla Campos Muniz
dc.contributor.author.fl_str_mv Dantas, Jaqueline Costa
contributor_str_mv Carvalho, Danielle Franklin de
Vianna, Rodrigo Pinheiro de Toledo
Medeiros, Carla Campos Muniz
dc.subject.eng.fl_str_mv Quality of life
Videogame
Physical activity
Adolescents
Obesity
topic Quality of life
Videogame
Physical activity
Adolescents
Obesity
SAUDE COLETIVA
Jogos de vídeo
Atividade física
Adolescente
Obesidade
Qualidade de vida
dc.subject.cnpq.fl_str_mv SAUDE COLETIVA
dc.subject.por.fl_str_mv Jogos de vídeo
Atividade física
Adolescente
Obesidade
Qualidade de vida
description Obesity is considered one of the major problems of global public health due to its rapid growth and multi-causality, causing physical and mental damages, especially in the children's and youth public. In addition, studies have shown a relation between the reduction of the practice of physical activity with the weight gain and, consequent, decreased quality of life. Therefore, the effect of the active videogame on the quality of life and nutritional status of adolescents with excess weight was evaluated. This is a randomized clinical trial conducted in the second half of 2018. The final sample consisted of 84 adolescents, between 10 and 17 years old, of daytime running public schools in the city of Campina Grande-PB, distributed in 40 adolescents in the experimental group and 44 in the control group. Randomization was done by school and attended all eligible adolescents belonging the two selected schools. Demographic (sex, age and skin color), economic characteristics (economic classification), level of physical activity, nutritional status and health-related quality of life (Kidscreen-52) were evaluated, and these last three variables evaluated before and after the intervention. The adolescents were divided into groups of four to carry out the intervention which included the execution of physical activity through the XBOX 360® platform and Just Dance games, for 50 minutes, three times a week for eight weeks. The chi-square test was applied to perform a comparative analysis of the variables studied between the control and experimental groups, before the intervention, in order to evaluate the randomization procedure. The effect of the intervention was analyzed through the McNemar test, being later stratified by sex, nutritional status and physical activity level in the variables that presented significance in the initial evaluation. For the statistical analysis was used SPSS version 22.0 and a significance level of 5% was adopted. The study was approved by the Research Ethics Committee, CAAE: 84019518.3.0000.5187, registered in Clinical Trials (NCT03532659) e REBEC (RBR 2xn3g6). It was observed that girls presented worse quality of life in general and in several domains. The non-white skin color was associated with teasing/bullying (p = 0.002). Overweight and irregularly active/sedentary adolescents presented higher frequencies of low quality of life for the family environment (p = 0.039) and health and physical activity domains (p = 0.012), respectively. After the intervention, the quality of life related to the emotional domain (p = 0.012) and nutritional status (p = 0.031), in the experimental group, showed a significant improvement. However, when stratified by sex, the change in the emotional domain persisted only in males (p = 0.031), with a loss of significance in females (p = 0.375). This fact was not observed in relation to nutritional status (p> 0.05) and physical activity level (p> 0.05). The results suggest that the active video game promoted positive effects on quality of life, referring to the emotional domain, mainly male, and nutritional status of obese adolescents.
publishDate 2019
dc.date.issued.fl_str_mv 2019-05-31
dc.date.accessioned.fl_str_mv 2022-03-01T16:42:26Z
2026-03-02T14:01:49Z
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 DANTAS, Jaqueline Costa. Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado. 2019. 108f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2022.
dc.identifier.uri.fl_str_mv https://repositorio.uepb.edu.br/handle/123456789/74637
dc.identifier.capesdegreeprogramcode.none.fl_str_mv 24004014009P4
identifier_str_mv DANTAS, Jaqueline Costa. Impacto do videogame ativo na qualidade de vida de adolescentes com sobrepeso ou obesidade: Ensaio clínico randomizado. 2019. 108f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2022.
24004014009P4
url https://repositorio.uepb.edu.br/handle/123456789/74637
dc.language.iso.fl_str_mv por
language por
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 Estadual da Paraíba
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Saúde Pública - PPGSP
dc.publisher.initials.fl_str_mv UEPB
dc.publisher.country.fl_str_mv BR
dc.publisher.department.fl_str_mv Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP
publisher.none.fl_str_mv Universidade Estadual da Paraíba
dc.source.none.fl_str_mv reponame:Repositório Institucional da Universidade Estadual da Paraíba (UEPB)
instname:Universidade Estadual da Paraíba (UEPB)
instacron:UEPB
instname_str Universidade Estadual da Paraíba (UEPB)
instacron_str UEPB
institution UEPB
reponame_str Repositório Institucional da Universidade Estadual da Paraíba (UEPB)
collection Repositório Institucional da Universidade Estadual da Paraíba (UEPB)
bitstream.url.fl_str_mv https://repositorio.uepb.edu.br/bitstreams/e2481c8e-5715-4f53-aae1-ffb45d2e4d5a/download
https://repositorio.uepb.edu.br/bitstreams/0cf2a0a9-518a-43e3-9dcd-e51c1d583862/download
https://repositorio.uepb.edu.br/bitstreams/39271f76-760b-4e3e-8a2b-00364eb5bb31/download
https://repositorio.uepb.edu.br/bitstreams/87a933a6-592a-4667-bd2b-58c671263195/download
bitstream.checksum.fl_str_mv 6052ae61e77222b2086e666b7ae213ce
ea12793326f265c7d8ea2bcdd2c49d6f
27209deafdc07fcd53e62a6e15b0e514
2f7415a6c3cef5629f252646cb2b0e8d
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
MD5
repository.name.fl_str_mv Repositório Institucional da Universidade Estadual da Paraíba (UEPB) - Universidade Estadual da Paraíba (UEPB)
repository.mail.fl_str_mv sibuepb@setor.uepb.edu.br
_version_ 1865082725696798720