Abstract
The objective of this work is to map the academic production on the use of exergames in education between the years of 2010 and 2015. Initially, searches were done in the CAPES/MEC Periodicals and in the Virtual Health Library. However, we did not succeed with the searches, where no papers were found in the area. After that, a search was made in the Periodicals Qualis of the Sucupira Platform by periodicals that deal specifically with the theme of the digital games and their relations with several areas of knowledge. With this, we performed a garimpagem, during the months of July and August of 2015, in the following online newspapers: International Journal of Computer Games Technology, G | A | M | E - Games as Arts, Media, Entertainment and Games for Health Journal. Five primary studies were analyzed and the results of these studies indicate that the implementation and the practice of exergames allows the increase of the level of physical activity, reaching moderate and vigorous levels, being beneficial to the health, both from the physical and cognitive point of view. However, is needed more research, involving different experimental designs with longer duration of interventions and with the participation of people of different education levels, in order to consolidate the findings, since there are few studies and the results are still preliminary.
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