Abstract

Objective: the aim of our study was to assess the effect of a physical activity that uses active video games in body composition, physical fitness, cardiovascular and biochemical parameters with sedentary adolescents. Methods: a non-controlled clinical trial design with a convenience sample of adolescents, separately, from ages ten to 17, of both genders. The intervention protocol consisted of physical activity with active video games (AVG), lasting two months, in 24 sessions, evolving into three levels (basic, intermediate and advanced) according to the maximum heart rate of the individuals. The adolescents’ body composition, physical fitness, cardiovascular and biochemical parameters were assessed. Data analysis was performed with a 95% confidence interval. Results: among the 14 adolescents that completed the physical training, we observed a improvement of muscle resistance (Δ= 8.26; p= 0.02) and decrease in post-exercise heart rate and systolic blood pressure (p< 0.01). However, were found a non-significant decrease in body fat percentage (Δ= -3.83; p= 0.24) and strength (Δ= 4.26; p= 0.57). A high level of satisfaction with the proposed activity was identified. Conclusion: a physical activity program based on AVG can reduce cardiovascular risk factors and improve muscle resistance in sedentary adolescents.

Highlights

  • Modernity and changes in patterns of behavior were associated with lifestyle habits that demand lower energy expenditure

  • The aim of our study was to assess the effect of a physical activity intervention that uses active video games in body composition, physical fitness, cardiovascular and biochemical parameters with sedentary adolescents

  • The main findings of this non-controlled clinical trial based on active video games (AVG) with sedentary adolescents were 1) improvement of muscle resistance, evident in overweight subgroup; 2) decrease of cardiovascular risk factors measured along to the 24-session intervention

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Summary

Introduction

Modernity and changes in patterns of behavior were associated with lifestyle habits that demand lower energy expenditure. Sedentary behavior, which comprises activities in which the person spends most of their time sitting down, with an energy expenditure between 1.0 and 1.5 METs, has been focused on an intervention program. This behavior is usually linked to screen usage (Gabriel et al, 2012) reported as an increase by young people, that can be linked to the consumption of ultra-processed foods and to a higher caloric ingestion. Despite vast reports about the inverse relationship between active lifestyle and the presence of comorbidities, the number of sedentary young people has been growing steadily (Bezerra et al, 2020; Carlos et al, 2021). In a representative sample of a Brazilian capitals study (Cureau et al, 2016), 70.7% of girls and 38.0% of boys do not meet the minimum requirements of physical activity and 65% present sedentary behavior for longer than two hours a day

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