Percorrer por autor "Dionísio, Mara"
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- Estimated energy expenditure in youth while playing active video games: a systematic reviewPublication . França, Cíntia; Ashraf, Sadaf; Santos, Francisco; Dionísio, Mara; Ihle, Andreas; Marques, Adilson; Nascimento, Marcelo de Maio; Gouveia, Élvio Rúbio; França, Cíntia; Dionisio, Mara; Marques, Adilson; de Maio Nascimento, Marcelo; Gouveia, Élvio Rúbio; Baeta Santos, Francisco JoséSedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games. We performed a systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines in PubMed, Web of Science, Cochrane, and Scopus to provide a comprehensive view of the literature on energy expenditure levels among adolescents while playing active video games. Among the 574 manuscripts identified at the first screening stage, 23 were retained for analysis. Ten studies were characterized by longitudinal and thirteen by cross-sectional designs. The results showed that short-term active video games elicited energy expenditure values comparable to moderate-intensity physical activity (3–6 METs). However, in intervention programs (with at least six weeks) the results indicate no significant effects of active video games on youngsters’ energy expenditure levels and physical activity profiles between baseline and follow-up assessments. Overall, active video games based on sports and dance were the most used, and boys tended to achieve higher energy expenditure than girls. The diversity of methods implemented limits comparing results and drawing generalized conclusions. However, considering its attractiveness to youth, active video games might emerge as a complementary tool to traditional physical activities promoted in schools and local communities. Details regarding gender differences and contradictory results of longitudinal approaches should be considered in future research based on standardized methods.
- Evaluating Mystiria: insights from a pilot study on intergenerational collaborative gameplay for climate change awarenessPublication . Spínola, Joana; Gonçalves, Lígia; Campos, Pedro; Dionísio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara; Bala, PauloClimate change education should be an urgent global priority for both adults and children. Usually, the existing interventions focus on one of these groups singularly, instead of engaging intergenera tional audiences. Mystiria harnesses adult-child interactions in a captivating gaming and learning experience that fosters climate change awareness. This paper delves into how Mystiria’s design and gameplay mechanics promote critical thinking and collabo ration while also educating on climate change and sustainability. Through a pretest-posttest pilot study and guided interviews with six adult-child pairs, we unveil the game’s ability to inspire inter generational dialogue, deepen understanding and spark meaningful discussions about the current world’s environmental issues. The findings from our pilot study indicate that collaborative intergener ational gameplay fosters positive learning outcomes, creating an environment for heightened knowledge transfer and awareness of climate change and sustainability. While these results need to be validated with a larger study, they highlight Mystiria’s potential as a model for intergenerational serious games.
- FitFest: designing a narrative-driven exergame to engage active seniors in physical activityPublication . Freitas, Eva; Noronha, Hildegardo; França, Cíntia; Gouveia, Élvio; Bala, Paulo; Campos, Pedro; Dionísio, Mara; França, Cíntia; Gouveia, Elvio Rúbio; Gouveia, Elvio Rúbio; Gouveia, Élvio Rúbio; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, MaraExergaming is a modern approach frequently used to promote physical activity at all ages while playing digital games. Given that physical health deteriorates with age, that older people tend to live sedentary lifestyles and that they get tired faster due to lack of physical stimulation, maintaining a healthy lifestyle and regular exercise routine is important to avoid unintentional injuries. Taking into account interviews and a focus group with seniors and fitness professionals, this paper reports on the design and development of an exergame for seniors to complement their weekly exercise classes. Fit Fest is an exergame for seniors that leverages narra tive and sociocultural connections to create an engaging exercise experience.
- Mystiria: an intergenerational game for climate literacy and collaborative actionPublication . Spínola, Joana; Campos, Pedro; Gonçalves, Lígia; Dionísio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara; Bala, PauloCurrent interventions for climate literacy are fragmented, as they target adults or children, rather than fostering collaboration and intergenerational dialogue. To foster climate change awareness among adults and children, we have designed and developed Mys tiria, an intergenerational collaborative game integrating asymmet ric mini-games that address real-world sustainability challenges. Additionally, Mystiria integrates educational quizzes and tasks to promote critical thinking and knowledge transfer between players. This demonstration aims to illustrate the potential of intergener ational serious games for climate change awareness and sustain ability through a hands-on multiplayer interactive session, while potentially creating a safe environment for learning and collabora tion.
