Cevnautas da tecnologia (especialmente a turma que começou a conversar sobre a criação da comunidade exergames),

    A revista "GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications" 1(5) traz um precioso artigo de revisão com 67 referências (colei nessa nota pra ver se alguém elege e adota algum dos artigos;-). Alguém se habilita a adotar o resumo do artigo de revisão pra gente publicar a revista e o artigo na biblioteca do CEV?

    Os interessados em exergames precisam dar uma olhada nos artigos publicados nos 5 números de existência da revista. Será que o Portal CAPES assina? O primeiro número pode ser baixado sem pagar: http://online.liebertpub.com/toc/g4h/1/1  Laercio

GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications
Volume 1, Number 5, 2012
ª Mary Ann Liebert, Inc. DOI: 10.1089/g4h.2012.0031

Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials
Esmaeel Rahmani, MD,1 and Suzanne Austin Boren, PhD, MHA1,2

Abstract
Objective: There are potential benefits of playing videogames for health improvement such as increasing knowledge about health-related issues by playing educational games and fighting a sedentary lifestyle by playing exergames. The number of systematic review articles about ‘‘videogames’’ and ‘‘health improvement’’ is limited. Therefore, the purpose of this study is to review those randomized controlled trials (RCTs) with the topic of ‘‘videogames’’ and ‘‘health improvement.’’
Materials and Methods: Several electronic databases were searched for RCTs testing videogames on health outcomes that were published in English between January 2000 and April 2012.
Results: Forty-five articles met the eligibility criteria and were categorized into five groups: (1) videogames and patient pain and stress reduction (nine articles), (2) videogames and patient behavioral change (19 articles), (3) videogames and patient rehabilitation (eight articles), (4) videogames as diagnostic tools (three articles), and (5) videogames and cognitive ability (six articles).
Conclusions: Most of the articles have shown promising results in using videogames within various fields of healthcare. Although exergames are the most prominent choice regarding health improvement, videogames have the potential to be used as a pain management tool, diagnostic tool, or educational tool. They also can be used as a facilitator in physical rehabilitation or cognitive loss prevention. More RCTs are needed to fully uncover the benefits of using videogames for improving patients’ health.

FONTE: http://online.liebertpub.com/toc/g4h/1/5

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Comentários

Por Laercio Elias Pereira
em 3 de Novembro de 2012 às 09:33.

Cevnautas da tecnologia,

    Niqui abri a minha caixa de correio hoje já tinha duas traduções prontas. A do Jorge Knijnik, da Austrália http://cev.org.br/qq/jorge-knijnik , e a do Vagner Amorim, de Ouro Preto http://cev.org.br/qq/amorim8 . Como a do JK veio sem acento e cedilha por causa do computador estrangeiro dele. Começamos a conversar - nós três - sobre a forma final (como desculpa pra esticar a contato). Vou publicar a revista e o artigo (resumo) na biblioteca do CEV com créditos para os dois professores. Bom exemplo!

    Me apressei em postar a notícia aqui pra empurrar quem estiver fazendo a tradução desse artigo para os outros da bibliografia. Que os tradutores generosos possam escolher algum de seus interesses.

   Até que essa tal de internet é legal ;-) Laércio

PS: As dificuldades que temos encontrado nas traduções pedem um glosário dos termos em português. Alguem manda?

Videogames e melhora da saude – uma revisao da literatura de testes randomicos controlados

Objetivo: Jogar vídeo game traz benefícios potenciais para a melhoria da saúde, como o aumento do conhecimento sobre questões relacionadas à saúde pelos jogos educativos e a luta contra um estilo de vida sedentário, jogando games de exercícios físicos. O número de artigos de revisão sistemática sobre videogames e melhoria da saúde é limitado. Portanto, o objetivo deste estudo é analisar os ensaios clínicos aleatórios (RCT’s – Randomized Controlled Trials), com o tema de vídeo games e melhoria da saúde.
Materiais e Métodos: Várias bases de dados eletrônicos (RCT’s) foram pesquisadas, testando videogames sobre os resultados de saúde que foram publicados em Inglês entre janeiro de 2000 e abril de 2012.
Resultados: Quarenta e cinco artigos preencheram os critérios de elegibilidade e foram classificados em cinco grupos: (1) videogames e redução da dor e estresse do paciente (nove artigos), (2) videogames e mudança de comportamento do paciente (19 artigos), (3) e videogames reabilitação do paciente (oito artigos), (4) videogames como ferramentas de diagnóstico (três artigos), e (5) videogames e capacidade cognitiva (seis artigos).
Conclusões: A maioria dos artigos têm mostrado resultados promissores no uso de videogames nos vários campos da saúde. Embora games de exercícios físicos seja a escolha mais importante a respeito da melhoria da saúde, vídeo games tem o potencial de ser usado como uma ferramenta de gerenciamento de dor, ferramenta de diagnóstico, ou ferramenta educacional. Eles também podem ser usados como um facilitador na reabilitação física ou prevenção de perda cognitiva. Mais RCT’s são necessários para descobrir mais plenamente os benefícios do uso de videogames para melhorar a saúde dos pacientes.

 

Por Laercio Elias Pereira
em 3 de Novembro de 2012 às 10:13.

Cevnautas, Renato, DESCULPEM! Postei o Vagner, do Espirito Santo, em vez do Renato Moreira http://cev.org.br/qq/renatolmoreira na adoção do Resumo. Ficou certo na Biblioteca: http://cev.org.br/biblioteca/videogames-melhora-saude-uma-revisao-literatura-testes-randomicos-controlados/  Enrosco de terceridade :-( Laércio

Por Daniel Fernandes de Souza
em 16 de Novembro de 2012 às 02:01.

Oi pessoal meu nome e Daniel Fernandes, sou Fisiologista e triatleta aqui na Australia.

Gerencei um projeto da faculdade de medicina sobre Diabetes Tipo 2 e Nintendo WII//Tenis

 

quem quiser conversar e so escrever

 

abracoa

Daniel

 


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