Confinamiento y ejercicio. Estrategias audiovisuales contra el sedentarismo

  1. Yáñez Martínez, Begoña 1
  2. Medina Gallego, Pablo 2
  1. 1 Universidad Internacional de La Rioja
    info

    Universidad Internacional de La Rioja

    Logroño, España

    ROR https://ror.org/029gnnp81

  2. 2 Universidad Francisco de Vitoria
    info

    Universidad Francisco de Vitoria

    Pozuelo de Alarcón, España

    ROR https://ror.org/03ha64j07

Journal:
Teknokultura: Revista de Cultura Digital y Movimientos Sociales

ISSN: 1549-2230

Year of publication: 2021

Issue Title: Sociedad digital y salud

Volume: 18

Issue: 2

Pages: 167-174

Type: Article

DOI: 10.5209/TEKN.72503 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: Teknokultura: Revista de Cultura Digital y Movimientos Sociales

Abstract

Confinement has exposed the health risks of remote work: sedentary lifestyles, stress, depression, etc. According to a number of studies, these problems can be mitigated by incorporating physical activity into daily routines. This article provides a creative proposal for action based on the analysis and experience of the use of audio-visual strategies to encourage regular physical activity. The objective is to propose a ‘gamified’ approach to physical exercise that can be enjoyable and easy to implement in everyday life. It involves a problem-solution relationship based on studies designed to counter sedentary lifestyles, the review of several strategies and hands-on experience with the chosen strategy. The Ring Fit Adventure active videogame combines the benefits for physical and mental health with the development of skills provided by video game use. For this reason, it is presented as an interesting strategy to help reduce sedentary lifestyles, and with it, levels of stress and depression.

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