Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents

Detalhes bibliográficos
Autor(a) principal: Lins, Nataly Cézar de Lima
Data de Publicação: 2020
Outros Autores: Medeiros, Carla Campos Muniz, Vianna, Rodrigo Pinheiro de Toledo, Melo, Fernanda Caroline Tavares de, Pimentel, Morgana Monteiro, Queiroz, Maria Gabriely, Macedo, Mirelle de Alcantara Martins, Carvalho, Danielle Franklin de
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/8317
Resumo: Objective: This study sought to evaluate the impact of the use of active videogame on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents. Methods: quasi-experimental study with exergaming intervention, for 50 minutes, 3 times a week, for 8 weeks. Data collection took place between April and December 2016, with 55 adolescents aged 15 to 19 from public schools in Campina Grande, PB. Data were collected through a form for characterization of adolescents, BSQ-34 and ECAP questionnaires, and weight, height and waist circumference were also measured. In SPSS 22.0 Student's t-test and McNemar's test were used to evaluate the effect of the exercise on the studied variables. We adopted a confidence interval of 95%. Results: 58.2% of the participants were female, 74.5% were overweight, and 56.4% reported concern about body image at the beginning of the study. After intervention, 38.2% (P = 0,028) reported concern and there was a reduction of 8 points in the mean score for self-perception of body image Conclusion: Given the positive effects of the intervention, it is emphasized the importance of the implementation of the use of active video game in the childhood and adolescence.
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spelling Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescentsImpacto del videojuego activo en la autopercepción de la imagen corporal y el desarrollo de comportamientos de riesgo para atracones en adolescentes con sobrepesoImpacto do videogame ativo na autopercepção da imagem corporal e no desenvolvimento de comportamentos de risco para compulsão alimentar em adolescentes com excesso de pesoFeeding BehaviorBody imageAdolescentObesityClinical trial.Comportamento alimentarImagem corporalAdolescentesObesidadeEnsaio clínico.Comportamiento alimentícioImagen corporalAdolescentesObesidadEnsayo clínico.Objective: This study sought to evaluate the impact of the use of active videogame on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents. Methods: quasi-experimental study with exergaming intervention, for 50 minutes, 3 times a week, for 8 weeks. Data collection took place between April and December 2016, with 55 adolescents aged 15 to 19 from public schools in Campina Grande, PB. Data were collected through a form for characterization of adolescents, BSQ-34 and ECAP questionnaires, and weight, height and waist circumference were also measured. In SPSS 22.0 Student's t-test and McNemar's test were used to evaluate the effect of the exercise on the studied variables. We adopted a confidence interval of 95%. Results: 58.2% of the participants were female, 74.5% were overweight, and 56.4% reported concern about body image at the beginning of the study. After intervention, 38.2% (P = 0,028) reported concern and there was a reduction of 8 points in the mean score for self-perception of body image Conclusion: Given the positive effects of the intervention, it is emphasized the importance of the implementation of the use of active video game in the childhood and adolescence.Objetivo: este estudio tenía como objetivo evaluar el impacto del uso activo de videojuegos en la autopercepción de la imagen corporal y el desarrollo de comportamientos de riesgo para comer atracones en adolescentes con sobrepeso. Métodos: estudio casi experimental con intervención mediante el uso de exergame durante 50 minutos, 3 veces a la semana, durante 8 semanas. La recopilación de datos se produjo entre abril y diciembre de 2016, con 55 estudiantes adolescentes de escuelas públicas de 15 a 19 años. Los datos se recopilaron a través de un formulario para caracterizar a los adolescentes, cuestionarios BSQ-34 y ECAP y se realizaron mediciones de peso, altura y circunferencia de la cintura. En SPSS 22.0, se realizaron las pruebas t de Student y McNemar emparejadas para evaluar el efecto del ejercicio en las variables estudiadas. Se adoptó un intervalo de confianza del 95%. Resultados: el 58,2% de los participantes eran mujeres, el 74,5% tenían sobrepeso, y el 56,4% informó preocupación por la imagen corporal al comienzo del estudio. Después de la intervención, el 38,2% (p-0,028) informó de preocupación y hubo una reducción de 8 puntos en la puntuación media para la auto-percepción de la imagen corporal. Conclusión: Dados los efectos positivos de la intervención, se hace hincapié en la importancia de implementar el uso de videojuegos activos en la infancia y la adolescencia.Objetivo: este estudo buscou avaliar o impacto do uso de videogame ativo na autopercepção da imagem corporal e no desenvolvimento de comportamentos de risco para compulsão alimentar em adolescentes com excesso de peso. Métodos: estudo quase-experimental com intervenção através do uso de exergame durante 50 minutos, 3 vezes por semana, por 8 semanas. A coleta de dados ocorreu entre abril e dezembro de 2016, com 55 adolescentes estudantes de escolas públicas de 15 a 19 anos. Os dados foram coletados através de formulário para caracterização dos adolescentes, questionários BSQ-34 e ECAP e realizada a aferição de peso, estatura e circunferência abdominal. No SPSS 22.0 foram realizados os testes t de Student pareado e McNemar para avaliar o efeito do exercício sobre as variáveis estudadas. Adotou-se intervalo de confiança de 95%. Resultados: 58,2% dos participantes era do sexo feminino, 74,5% apresentavam sobrepeso, e 56,4% relatou preocupação com a imagem corporal no início do estudo. Após intervenção, 38,2% (p=0,028) relatou preocupação e houve uma redução de 8 pontos na média do escore para autopercepção da imagem corporal. Conclusão: Diante dos efeitos positivos da intervenção ressalta-se a importância da implementação do uso de videogame ativo na infância e adolescência.Research, Society and Development2020-09-21info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/831710.33448/rsd-v9i10.8317Research, Society and Development; Vol. 9 No. 10; e1619108317Research, Society and Development; Vol. 9 Núm. 10; e1619108317Research, Society and Development; v. 9 n. 10; e16191083172525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/8317/7469Copyright (c) 2020 Nataly Cézar de Lima Lins; Carla Campos Muniz Medeiros; Rodrigo Pinheiro de Toledo Vianna; Fernanda Caroline Tavares de Melo; Morgana Monteiro Pimentel; Maria Gabriely Queiroz; Mirelle de Alcantara Martins Macedo; Danielle Franklin de Carvalhohttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessLins, Nataly Cézar de LimaMedeiros, Carla Campos MunizVianna, Rodrigo Pinheiro de ToledoMelo, Fernanda Caroline Tavares dePimentel, Morgana MonteiroQueiroz, Maria Gabriely Macedo, Mirelle de Alcantara MartinsCarvalho, Danielle Franklin de2020-10-31T12:03:23Zoai:ojs.pkp.sfu.ca:article/8317Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:30:49.276723Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents
Impacto del videojuego activo en la autopercepción de la imagen corporal y el desarrollo de comportamientos de riesgo para atracones en adolescentes con sobrepeso
Impacto do videogame ativo na autopercepção da imagem corporal e no desenvolvimento de comportamentos de risco para compulsão alimentar em adolescentes com excesso de peso
title Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents
spellingShingle Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents
Lins, Nataly Cézar de Lima
Feeding Behavior
Body image
Adolescent
Obesity
Clinical trial.
Comportamento alimentar
Imagem corporal
Adolescentes
Obesidade
Ensaio clínico.
Comportamiento alimentício
Imagen corporal
Adolescentes
Obesidad
Ensayo clínico.
title_short Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents
title_full Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents
title_fullStr Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents
title_full_unstemmed Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents
title_sort Impact of active video games on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents
author Lins, Nataly Cézar de Lima
author_facet Lins, Nataly Cézar de Lima
Medeiros, Carla Campos Muniz
Vianna, Rodrigo Pinheiro de Toledo
Melo, Fernanda Caroline Tavares de
Pimentel, Morgana Monteiro
Queiroz, Maria Gabriely
Macedo, Mirelle de Alcantara Martins
Carvalho, Danielle Franklin de
author_role author
author2 Medeiros, Carla Campos Muniz
Vianna, Rodrigo Pinheiro de Toledo
Melo, Fernanda Caroline Tavares de
Pimentel, Morgana Monteiro
Queiroz, Maria Gabriely
Macedo, Mirelle de Alcantara Martins
Carvalho, Danielle Franklin de
author2_role author
author
author
author
author
author
author
dc.contributor.author.fl_str_mv Lins, Nataly Cézar de Lima
Medeiros, Carla Campos Muniz
Vianna, Rodrigo Pinheiro de Toledo
Melo, Fernanda Caroline Tavares de
Pimentel, Morgana Monteiro
Queiroz, Maria Gabriely
Macedo, Mirelle de Alcantara Martins
Carvalho, Danielle Franklin de
dc.subject.por.fl_str_mv Feeding Behavior
Body image
Adolescent
Obesity
Clinical trial.
Comportamento alimentar
Imagem corporal
Adolescentes
Obesidade
Ensaio clínico.
Comportamiento alimentício
Imagen corporal
Adolescentes
Obesidad
Ensayo clínico.
topic Feeding Behavior
Body image
Adolescent
Obesity
Clinical trial.
Comportamento alimentar
Imagem corporal
Adolescentes
Obesidade
Ensaio clínico.
Comportamiento alimentício
Imagen corporal
Adolescentes
Obesidad
Ensayo clínico.
description Objective: This study sought to evaluate the impact of the use of active videogame on self-perception of body image and the development of risk behaviors for binge eating in overweight adolescents. Methods: quasi-experimental study with exergaming intervention, for 50 minutes, 3 times a week, for 8 weeks. Data collection took place between April and December 2016, with 55 adolescents aged 15 to 19 from public schools in Campina Grande, PB. Data were collected through a form for characterization of adolescents, BSQ-34 and ECAP questionnaires, and weight, height and waist circumference were also measured. In SPSS 22.0 Student's t-test and McNemar's test were used to evaluate the effect of the exercise on the studied variables. We adopted a confidence interval of 95%. Results: 58.2% of the participants were female, 74.5% were overweight, and 56.4% reported concern about body image at the beginning of the study. After intervention, 38.2% (P = 0,028) reported concern and there was a reduction of 8 points in the mean score for self-perception of body image Conclusion: Given the positive effects of the intervention, it is emphasized the importance of the implementation of the use of active video game in the childhood and adolescence.
publishDate 2020
dc.date.none.fl_str_mv 2020-09-21
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/8317
10.33448/rsd-v9i10.8317
url https://rsdjournal.org/index.php/rsd/article/view/8317
identifier_str_mv 10.33448/rsd-v9i10.8317
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/8317/7469
dc.rights.driver.fl_str_mv https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 9 No. 10; e1619108317
Research, Society and Development; Vol. 9 Núm. 10; e1619108317
Research, Society and Development; v. 9 n. 10; e1619108317
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
institution UNIFEI
reponame_str Research, Society and Development
collection Research, Society and Development
repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
repository.mail.fl_str_mv rsd.articles@gmail.com
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