Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study
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Author/sZurita Ortega, Félix; Chacón Cuberos, Ramón; Castro Sánchez, Manuel; Gutiérrez Vela, Francisco Luis; González Valero, Gabriel
(1) Background: High levels of physical inactivity caused by sedentary digital screen leisure constitute one of the main causes of the high levels of obesity observed in today’s society; (2) Methods: The present study aims to analyse the effect of a 12-week intervention program based on the application of active video games and motor games on health status indicators, problematic use of video games, and resilience capacity in university students. Besides, the content blocks of the Physical Education (PE) field are worked on through these devices, revealing their potential as an Information and Communications Technology (ICT) resource. A longitudinal study with a pre-experimental design with pretest–posttest measurements in a single group (n = 47) was performed, using as main instruments a Tanita TBF300® bioimpedance scale, the 20mSRT test for maximum oxygen consumption (VO2max), the Adherence to a Mediterranean Diet Test (KIDMED), the Questionnaire for Experiences Related to Video game...