Educational games in the health promotion of adolescents with obesity: integrative review.
Objectives: to analyze the use of educational digital games to promote health in adolescents with obesity. Methods: an integrative literature review was conducted in the MedLine, LILACS CINAHL and Scopus databases. Results: of the 1,337 studies identified, 15 were included for analysis. The most pre...
| Publicado en: | Revista Eletrônica de Enfermagem Vol. 27; pp. 1 - 9 |
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| Autores principales: | , , , , |
| Formato: | research systematic review tables/charts Journal Article |
| Publicado: |
Revista Eletronica de Enfermagem
2025
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=192467731&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 192467731 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 15181944 1D2L jtl: Revista Eletrônica de Enfermagem issn: 15181944 maglogo: N pubinfo: dt: 2025 vid: 27 pid: 24818 pub: Revista Eletronica de Enfermagem artinfo: ui: 192467731 192467731 192467731 10.5216/ree.v27.77011 192467731 ppf: 1 ppct: 8 formats: fmt: @attributes: type: P tig: atl: Educational games in the health promotion of adolescents with obesity: integrative review. aug: au: Silva, Cicero Jordan Rodrigues Sobreira da Dutra, Francisco Clécio da Silva Torres, Raimundo Augusto Martins Queiroz, Maria Veraci Oliveira Costa, Isabela Gonçalves affil: Universidade Estadual do Ceará (UECE), Fortaleza, Ceará, Brazil sug: subj: Health Promotion Pediatric Obesity Prevention and Control Health Education Evaluation Gamification Digital Technology Adolescent Health Human Systematic Review Brazil Funding Source Male Female Child Adolescence Medline CINAHL Database Checklists Nutrition Physical Activity Movement Avatars Health Behavior Educational Technology Health Knowledge Food Habits Video Games Child: 6-12 years Adolescent: 13-18 years Male Female ab: Objectives: to analyze the use of educational digital games to promote health in adolescents with obesity. Methods: an integrative literature review was conducted in the MedLine, LILACS CINAHL and Scopus databases. Results: of the 1,337 studies identified, 15 were included for analysis. The most prevalent outcomes in the studies were physical activity and healthy eating. Most digital games are active video games with graphic designs that encourage body movement to promote physical activity, some of which are represented by avatars. In this format, adolescents are encouraged to engage in real-life behaviors, such as healthy eating and physical activity. Conclusion: digital games represent an educational technology with potential use in healthcare, as they promote the development of health knowledge, attitudes toward physical exercise, and healthy eating habits in adolescents. pubtype: Academic Journal doctype: research systematic review tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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