Abstract

Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r) Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson's disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.

Highlights

  • Today's society is influenced by Information and Communication Technologies

  • We selected 19 articles from a total of 465 papers found in the databases Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO)

  • Cacau et al (20) did not mention what device was used in their study and Damasceno, Lamounier Junior and Cardoso (28) used the Motion Capture (MoCap) interface, which organizes the data produced and presents the user with a variation of the motion disability measured at the beginning and end of each therapy session

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Summary

Introduction

Toys that were once built by hand have been reinterpreted and have become highly commercialized products In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. In Brazil, Kishimoto (2-4) and João Batista Freire (5) stand out in the research of games, toys and play activity, evidencing historical aspects, gender relations, and their use as a resource in teaching and learning processes. They try to elucidate these activities in the educational context

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