THE USE OF ACTIVE VIDEOGAMES IN THE NON-PHARMACOLOGICAL TREATMENT OF DIABETES MELLITUS IN THE ELDERLY: AN INTEGRATIVE REVIEW
Abstract
Objective: To analyze the use of active videogames (AVGs) in the non-pharmacological treatment of elderly with type 2 diabetes mellitus. Material and Methods: This was an integrative review based on searches in the following databases: Bireme, PubMed, Science Direct and Web of Knowledge, using the descriptors and terms: "exergames", "exercise games", "video game", "virtual reality", "diabetes mellitus" and " glycosylated hemoglobin". Results: A total of 415 articles were selected after initial reading of title and abstract. Of these, 411 articles were excluded for not meeting the inclusion criteria. Four studies were considered eligible for the second phase of this review, of which two were excluded because they were duplicates. We observed that intervention with AVGs for 10-12 weeks provides improvements in physical fitness and glycosylated hemoglobin levels in elderly diagnosed with type 2 diabetes. Conclusion: There was a small number of publications addressing the use of active videogames for the treatment of type 2 diabetes mellitus. However, active videogames have shown positive effects in the non-pharmacological treatment of such disease as they contribute to decreased levels of glycosylated hemoglobin as well as to significant improvements in physical fitness after a 10-week minimum intervention period. DESCRIPTORS Video games. Diabetes Mellitus. Blood Glucose.Downloads
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Published
2016-03-16
How to Cite
PERRIER-MELO, R. J., BRITO-GOMES, J. L. de, & COSTA, M. da C. (2016). THE USE OF ACTIVE VIDEOGAMES IN THE NON-PHARMACOLOGICAL TREATMENT OF DIABETES MELLITUS IN THE ELDERLY: AN INTEGRATIVE REVIEW. Revista Brasileira De Ciências Da Saúde, 19(2), 157–162. Retrieved from https://periodicos.ufpb.br/ojs/index.php/rbcs/article/view/21493
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Review