Videojuegos activos y salud mental: una revisión sistemática con metaanálisis
Loading...
Date
Authors
Jiménez Díaz, Judith
Salazar Cruz, Pamela
Castillo Hernández, Isaura
Journal Title
Journal ISSN
Volume Title
Publisher
Abstract
Objetivo: determinar el efecto de realizar actividad física con
videojuegos activos (VJA) en la salud mental, utilizando el enfoque
metaanalítico. Métodos: Bajo el modelo de efectos aleatorios, se
calculó el tamaño de efecto (TE) de la diferencia entre medias
estandarizadas. Resultados: De once estudios incluidos, se obtuvo un
total de 88 TE, separados en tres grupos: a) VJA, b) Control activo
y c) Control pasivo. Se encontró que el uso de VJA (TE=0.21, n=48,
IC95%=0.11,0.31, I2=20.15%) y realizar actividad física planificada sin
VJA (TE=0.21, n=20, IC95%=0.07,0.35, I2=32.08%) benefician la salud
mental de las personas participantes. Por el contrario, no participar en
actividades físicas con o sin VJA no beneficia la salud mental (TE=-0.03,
n=20, IC95%=-0.20,0.14, I2=13.30%). Conclusión: Utilizar VJA de manera
programada ofrece beneficios en la autopercepción, la calidad de vida,
las funciones ejecutivas y estados de ánimo, en personas de diferentes
edades, indistintamente de su estado de salud.
Purpose: to determine the effect of performing physical activity with active videogames (AVG) on mental health, using the meta-analytic approach. Methods: the random effects model was used and the effect size (ES) of the standardized means difference was calculated. Results: From 11 studies included, a total of 88 ES was obtained, separated into three groups: a) AVG, b) Active control, and c) Passive control. Performing physical activity with AVG (ES=0.21, n=48, IC95%=0.11,0.31, I2=20.15%) and performing planned physical activity without AVG (ES=0.21, n=20, IC95%=0.07,0.35, I2= 32.08%) improve the mental health of the participants. Conversely, not participating in physical activities with or without AVG does not improve mental health (ES=-0.03, n= 20, IC95%=-0.20,0.14, I2= 13.30%). Conclusion: using AVG regularly, offers benefits in self-perception, quality of life, executive functions, and mood outcomes, in people of different ages, regardless of health status.
Purpose: to determine the effect of performing physical activity with active videogames (AVG) on mental health, using the meta-analytic approach. Methods: the random effects model was used and the effect size (ES) of the standardized means difference was calculated. Results: From 11 studies included, a total of 88 ES was obtained, separated into three groups: a) AVG, b) Active control, and c) Passive control. Performing physical activity with AVG (ES=0.21, n=48, IC95%=0.11,0.31, I2=20.15%) and performing planned physical activity without AVG (ES=0.21, n=20, IC95%=0.07,0.35, I2= 32.08%) improve the mental health of the participants. Conversely, not participating in physical activities with or without AVG does not improve mental health (ES=-0.03, n= 20, IC95%=-0.20,0.14, I2= 13.30%). Conclusion: using AVG regularly, offers benefits in self-perception, quality of life, executive functions, and mood outcomes, in people of different ages, regardless of health status.
Description
Keywords
Función ejecutiva, Estados de ánimo, CALIDAD DE VIDA, Exergames
Citation
https://revistas.uma.es/index.php/riccafd/article/view/15805
Collections
Endorsement
Review
Supplemented By
Referenced By
Creative Commons license
Except where otherwised noted, this item's license is described as Attribution-NonCommercial-NoDerivatives 4.0 Internacional