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Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study

Author

Listed:
  • Félix Zurita-Ortega

    (Department of Didactics of Musical, Plastic and Corporal Expression, University of Granada, 18071 Granada, Spain)

  • Ramón Chacón-Cuberos

    (Department of Integrated Didactics, University of Huelva, 21007 Huelva, Spain)

  • Manuel Castro-Sánchez

    (Department of Education. University of Almería, 04120 Almería, Spain)

  • Francisco Luis Gutiérrez-Vela

    (Department of Languages and Computer Systems, University of Granada, 18071 Granada, Spain)

  • Gabriel González-Valero

    (Department of Didactics of Musical, Plastic and Corporal Expression, University of Granada, 18071 Granada, Spain)

Abstract

(1) Background: High levels of physical inactivity caused by sedentary digital screen leisure constitute one of the main causes of the high levels of obesity observed in today’s society; (2) Methods: The present study aims to analyse the effect of a 12-week intervention program based on the application of active video games and motor games on health status indicators, problematic use of video games, and resilience capacity in university students. Besides, the content blocks of the Physical Education (PE) field are worked on through these devices, revealing their potential as an Information and Communications Technology (ICT) resource. A longitudinal study with a pre-experimental design with pretest–posttest measurements in a single group ( n = 47) was performed, using as main instruments a Tanita TBF300® bioimpedance scale, the 20mSRT test for maximum oxygen consumption ( V O 2 max ), the Adherence to a Mediterranean Diet Test (KIDMED), the Questionnaire for Experiences Related to Video games (QERV) and the Connor-Davidson Resilience Scale (CD-RISC); (3) Results: The main results were a discrete improvement in the percentage of fat mass and V O 2 max , representing a small effect size in both cases. The quality of the diet followed and the confidence and tolerance for adversity as a resilience factor were also improved, representing a medium size effect for this last variable; (4) Conclusions: Despite the limitations of this study as it does not have a control group, the main conclusions are that active video games and motor games can be a motivational resource to follow an active lifestyle, helping to improve health status indicators in young adults.

Suggested Citation

  • Félix Zurita-Ortega & Ramón Chacón-Cuberos & Manuel Castro-Sánchez & Francisco Luis Gutiérrez-Vela & Gabriel González-Valero, 2018. "Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study," IJERPH, MDPI, vol. 15(7), pages 1-15, June.
  • Handle: RePEc:gam:jijerp:v:15:y:2018:i:7:p:1329-:d:154244
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    References listed on IDEAS

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    1. Geoff P. Lovell & Kim Nash & Rachael Sharman & Ben R. Lane, 2015. "A cross‐sectional investigation of depressive, anxiety, and stress symptoms and health‐behavior participation in Australian university students," Nursing & Health Sciences, John Wiley & Sons, vol. 17(1), pages 134-142, March.
    2. Ramón Chacón Cuberos & Félix Zurita Ortega & Pilar Puertas Molero & Emily Knox & Cristián Cofré Bolados & Virginia Viciana Garófano & José Joaquín Muros Molina, 2018. "Relationship between Healthy Habits and Perceived Motivational Climate in Sport among University Students: A Structural Equation Model," Sustainability, MDPI, vol. 10(4), pages 1-10, March.
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    Cited by:

    1. Félix Zurita-Ortega & Georgian Badicu & Ramón Chacón-Cuberos & Manuel Castro-Sánchez, 2019. "Motivational Climate and Physical Activity: A Multigroup Analysis in Romanian and Spanish University Students," IJERPH, MDPI, vol. 16(11), pages 1-12, June.
    2. George Danut Mocanu & Gabriel Murariu & Dan Munteanu, 2021. "The Influence of Socio-Demographic Factors on the Forms of Leisure for the Students at the Faculty of Physical Education and Sports," IJERPH, MDPI, vol. 18(23), pages 1-24, November.
    3. Yang Chen & Federico J. A. Perez-Cueto & Agnès Giboreau & Ioannis Mavridis & Heather Hartwell, 2020. "The Promotion of Eating Behaviour Change through Digital Interventions," IJERPH, MDPI, vol. 17(20), pages 1-19, October.

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