Manual Therapy, Posturology & Rehabilitation Journal
http://www.mtprehab.periodikos.com.br/article/doi/10.17784/mtprehabjournal.2015.13.211
Manual Therapy, Posturology & Rehabilitation Journal
Review

Incidence of injuries with the practice of active video games.

Incidência de lesões com a prática de videogames ativos.

Raphael José Perrier-Melo, Jorge Luiz de Brito-Gomes, Matheus Santos de Sousa Fernandes, Sandro Vinicius Vidal de Negreiros Pereira, Manoel da Cunha Costa

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Abstract

Introduction: The active video games (AVGs) emerge in order to enhance the participation of physical activity (PA) in sedentary people. However, it has been seen that the practice is associated with the development of many lesions. Objectives: To present a review of the major injuries reported during and/or after the session with active video games. Method: The procedure of search of the literature was composed by two researchers independently (RJ) and (JL), in databases: Bireme®, PubMed®, Scopus® and Web of Knowledge®, between the years 2006 (year of creation and sales of Nintendo Wii) to 2014, only in the english language. Results: Initially identified 664 articles. However, after the selection criteria thirteen papers were selected and analyzed, all were performed with the console Nintendo Wii. Moreover, it can be noted that the games presented a framework of injury with the degree of light to vigorous. Being the major injuries around the shoulder joint and knee. Conclusion: The sports games especially Wii tennis and Wii bowling are the ones generated under higher incidence of injuries with the practice of active video games.

Keywords

injuries, video games, physical activity.

Resumo

Introdução: Os jogos de videogames ativos (VGAs) surgem com o intuito de aumentar a participação das pessoas sedentárias em atividade física (AF). No entanto, pode-se observar que a prática está associada com o surgimento de várias lesões. Objetivo: Apresentar uma revisão sobre as principais lesões relatadas durante e/ou após a sessão com videogames ativos. Método: O procedimento de busca da literatura foi composto por dois pesquisadores de forma independente (RJ) e (JL), nas bases de dados: Bireme®, PubMed®, Scopus® e Web of Knowledge®, entre os anos de 2006 (ano de criação e vendas do Nintendo Wii) e 2014, apenas na língua inglesa. Resultados: Inicialmente identificou-se 664 artigos. No entanto, após os critérios de seleção treze trabalhos foram selecionados e analisados, todos foram realizados com o console Nintendo Wii. Além disso, pode-se notar que os jogos apresentaram um quadro de lesão com grau de leve à vigoroso. Sendo as principais lesões em torno da articulação do ombro e joelho. Conclusão: Os jogos das modalidades esportivas, em especial o Wii tênis e Wii boliche, são os que geraram maior incidência no quadro de lesões com a prática de videogames ativos.

Palavras-chave

lesã,,o, jogos de ví,,deo, atividade fí,,sica.

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