Do active and non-active videogames promote cardiovascular benefits during and after practice?

  • Leandro Paim da Cruz Carvalho Universidade Federal do Vale do São Francisco - UNIVASF
  • Aline de Freitas Brito UPE/UFPB
  • Jorge Luiz Brito Gomes Universidade Federal do Vale do São Francisco - UNIVASF
Keywords: Virtual reality, Cardiovascular system, Arterial pressure, Heart-beats, Vídeo games

Abstract

A review of the literature was undertaken to evaluate effects by videogames (active and non-active) on cardiovascular factors (arterial pressure, heat beats and double product) through studies that analyzed cardiovascular responses during and after active or non-active videogame practices. Search by two independent researchers in electronic databases Pubmed, Scielo, Bireme (Medline) revealed 375 studies. The application of inclusion and exclusion criteria resulted in 13 articles. Active videogames provides increase in HB and AP during sessions when compared to non-active videogames. After active videogame sessions, variables were reduced accordingly, when compared to acute and chronic rest. Both videogames cause acute cardiovascular changes. However, only active videogames reached moderate to vigorous intensities causing post-session hypotension cardiovascular benefits. Change of time between non-active and active videogames is recommended.

Author Biographies

Leandro Paim da Cruz Carvalho, Universidade Federal do Vale do São Francisco - UNIVASF
Programa de Pós Graduação em Educação Física da Universidade Federal do Vale do São Francisco
Aline de Freitas Brito, UPE/UFPB
Doutor Docente da Universidade de Pernambuco e do Programa Associado em Educação Física (UPE/UFPB)
Jorge Luiz Brito Gomes, Universidade Federal do Vale do São Francisco - UNIVASF
Doutor em Educação Física e docente na Universidade Federal do Vale do São Francisco (UNIVASF), Petrolina (PE), Brasil.

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Published
2020-03-02
Section
Artigos de Revisão