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Cristina Comeras-Chueca
EXERNET, Red de Investigación en Ejercicio Físico y Salud Para Poblaciones Especiales, 50009 Zaragoza, Spain

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Review
Published: 29 June 2021 in International Journal of Environmental Research and Public Health
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(1) Background: Poor levels of physical fitness and motor skills are problems for today’s children. Active video games (AVG) could be an attractive strategy to help address them. The aim was to investigate the effects of AVG on health-related physical fitness and motor competence in children and adolescents with healthy weight. (2) Methods: Randomized and non-randomized controlled trials investigating the effects of AVG programs on health-related physical fitness and motor competence were included. Two different quality assessment tools were used to measure the risk of bias. Twenty articles met the inclusion criteria and the variables of interest were body mass index (BMI), body fat, cardiorespiratory fitness (CRF), muscular fitness and motor competence. (3) Results: AVG interventions seem to have benefits in BMI when lasting longer than 18 weeks (SMD, −0.590; 95% IC, −1.071, −0.108) and in CRF (SMD, 0.438; 95% IC, 0.022, 0.855). AVG seems to be a promising tool to improve muscular fitness and motor competence but the effects are still unclear due to the lack of evidence. (4) Conclusions: AVG seem to be an effective tool for improving some components of health-related physical fitness and motor competence in healthy-weight children and adolescents, but the effect on some fitness components needs further research. Therefore, AVG may be included as a strategy to improve health.

ACS Style

Cristina Comeras-Chueca; Jorge Marin-Puyalto; Angel Matute-Llorente; German Vicente-Rodriguez; Jose Casajus; Alex Gonzalez-Aguero. The Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents with Healthy Weight: A Systematic Review and Meta-Analysis. International Journal of Environmental Research and Public Health 2021, 18, 6965 .

AMA Style

Cristina Comeras-Chueca, Jorge Marin-Puyalto, Angel Matute-Llorente, German Vicente-Rodriguez, Jose Casajus, Alex Gonzalez-Aguero. The Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents with Healthy Weight: A Systematic Review and Meta-Analysis. International Journal of Environmental Research and Public Health. 2021; 18 (13):6965.

Chicago/Turabian Style

Cristina Comeras-Chueca; Jorge Marin-Puyalto; Angel Matute-Llorente; German Vicente-Rodriguez; Jose Casajus; Alex Gonzalez-Aguero. 2021. "The Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents with Healthy Weight: A Systematic Review and Meta-Analysis." International Journal of Environmental Research and Public Health 18, no. 13: 6965.

Journal article
Published: 11 May 2021 in Nutrients
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Childhood obesity has become a major global health problem. Vitamin D deficiency and poor cardiorespiratory fitness are highly prevalent in children with overweight or obesity, but little is known about their relationships. In this study, we aimed to analyze the relationship between serum 25-hydroxyvitamin D (25(OH)D) and cardiorespiratory fitness parameters in prepubertal obese and overweight children. A cross-sectional design with a sample of 57 prepubertal children, aged 9–11 years, with overweight or obesity was used. The fasting concentration of 25(OH)D was analyzed with a chemiluminescent microparticle immunoassay. Fat and lean body masses were determined by using DXA. Maximal oxygen uptake (VO2max) was measured with the maximal treadmill test. A total of 68.4% of the sample had sufficient levels of 25(OH)D. As expected, their cardiorespiratory fitness was poor compared with that of normal-weight children, but 60% of the group exceeded the median obesity-specific reference values. No differences were found between the sexes for relative VO2max or 25(OH)D levels. Moreover, no correlations were found between 25(OH)D and body composition or cardiorespiratory parameters for sex or vitamin D groups. Vitamin D status seems not to be directly related to body composition or cardiorespiratory fitness in prepubertal overweight or obese children.

ACS Style

Lorena Villalba-Heredia; Cristina Comeras-Chueca; Alejandro González-Agüero; Daniel Domingo-Del-Val; Pilar Calmarza; Germán Vicente-Rodríguez; José Casajús; Ángel Matute-Llorente. 25-Hydroxyvitamin D and Cardiorespiratory Fitness in Prepubertal Overweight and Obese Children. Nutrients 2021, 13, 1597 .

AMA Style

Lorena Villalba-Heredia, Cristina Comeras-Chueca, Alejandro González-Agüero, Daniel Domingo-Del-Val, Pilar Calmarza, Germán Vicente-Rodríguez, José Casajús, Ángel Matute-Llorente. 25-Hydroxyvitamin D and Cardiorespiratory Fitness in Prepubertal Overweight and Obese Children. Nutrients. 2021; 13 (5):1597.

Chicago/Turabian Style

Lorena Villalba-Heredia; Cristina Comeras-Chueca; Alejandro González-Agüero; Daniel Domingo-Del-Val; Pilar Calmarza; Germán Vicente-Rodríguez; José Casajús; Ángel Matute-Llorente. 2021. "25-Hydroxyvitamin D and Cardiorespiratory Fitness in Prepubertal Overweight and Obese Children." Nutrients 13, no. 5: 1597.

Journal article
Published: 15 September 2020 in International Journal of Environmental Research and Public Health
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(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO2max, and fat-free mass. (4) Conclusions: The energy expenditure with AVG combined with multi-component exercise was 5.68 kcal/min in boys and 4.66 kcal/min in girls with overweight and obesity. AVG could be an effective strategy to increase energy expenditure in children and adolescents with overweight and obesity.

ACS Style

Cristina Comeras-Chueca; Lorena Villalba-Heredia; Marcos Pérez-Llera; Gabriel Lozano-Berges; Jorge Marín-Puyalto; Germán Vicente-Rodríguez; Ángel Matute-Llorente; José A. Casajús; Alejandro González-Agüero. Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender. International Journal of Environmental Research and Public Health 2020, 17, 6714 .

AMA Style

Cristina Comeras-Chueca, Lorena Villalba-Heredia, Marcos Pérez-Llera, Gabriel Lozano-Berges, Jorge Marín-Puyalto, Germán Vicente-Rodríguez, Ángel Matute-Llorente, José A. Casajús, Alejandro González-Agüero. Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender. International Journal of Environmental Research and Public Health. 2020; 17 (18):6714.

Chicago/Turabian Style

Cristina Comeras-Chueca; Lorena Villalba-Heredia; Marcos Pérez-Llera; Gabriel Lozano-Berges; Jorge Marín-Puyalto; Germán Vicente-Rodríguez; Ángel Matute-Llorente; José A. Casajús; Alejandro González-Agüero. 2020. "Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender." International Journal of Environmental Research and Public Health 17, no. 18: 6714.