Videojuego activo versus ejercicio convencional: respuestas de satisfacción, frustración y disfrute en adultos mayores
| dc.contributor.advisor | García González, Daniel Efrén | |
| dc.contributor.author | Torres Castillo, Thomas Vincent | |
| dc.contributor.corporatename | Universidad Santo Tomas | |
| dc.date.accessioned | 2026-02-02T13:33:19Z | |
| dc.date.available | 2026-02-02T13:33:19Z | |
| dc.date.issued | 2025-01-30 | |
| dc.description | Este estudio comparó las respuestas de satisfacción, frustración y disfrute en adultos mayores durante una sesión de ejercicio mediante videojuegos activos (AVG) versus una sesión de ejercicio convencional (TABATA). Participaron 60 adultos mayores (30 activos y 30 sedentarios), quienes completaron ambas sesiones en orden aleatorio. Se midieron variables como frecuencia cardíaca, esfuerzo percibido (RPE), satisfacción, frustración y disfrute mediante cuestionarios validados. Los resultados mostraron que el protocolo con AVG generó una mayor frecuencia cardíaca (115,18 ± 18,09 vs. 91,18 ± 11,07 bpm) y mayor RPE (13,03 ± 1,68 vs. 9,65 ± 1,4); pero también mayores niveles de satisfacción (99,43 ± 2,14 vs. 73,33 ± 22,98) y disfrute (97,28 ± 3,19 vs. 91,25 ± 7,37); así como menor frustración (27,71 ± 13,17 vs. 9,65 ± 1,4), demostrando niveles de diferencia (d ≥ 1,05). Los adultos sedentarios mostraron una preferencia aún mayor por los AVG. Se concluye que los videojuegos activos son una herramienta efectiva y motivadora para promover la actividad física en adultos mayores, especialmente en población sedentaria. | |
| dc.description.abstract | This study compared satisfaction, frustration, and enjoyment in older adults during an active video game (AVG) exercise session and a conventional exercise session (TABATA). Sixty older adults, with 30 active and 30 sedentary participants, completed both sessions in random order. Researchers measured heart rate, perceived exertion (RPE), satisfaction, frustration, and enjoyment using validated questionnaires. Results showed that the AVG protocol led to a higher heart rate (115.18 ± 18.09 vs. 91.18 ± 11.07 bpm) and higher RPE (13.03 ± 1.68 vs. 9.65 ± 1.4). It also resulted in higher satisfaction (99.43 ± 2.14 vs. 73.33 ± 22.98) and enjoyment (97.28 ± 3.19 vs. 91.25 ± 7.37), and lower frustration (27.71 ± 13.17 vs. 9.65 ± 1.4), with large effect sizes (d ≥ 1.05). Sedentary adults showed an even stronger preference for AVG. The study concludes that active video games are an effective and motivating tool for promoting physical activity in older adults, especially those who are sedentary. | |
| dc.description.degreelevel | Pregrado | spa |
| dc.description.degreename | Profesional en Cultura Física, Deporte y Recreación | spa |
| dc.description.domain | https://www.ustabuca.edu.co/ | |
| dc.format.mimetype | application/pdf | |
| dc.identifier.citation | orres Castillo, T. V. (2026) Videojuego activo versus ejercicio convencional: respuestas de satisfacción, frustración y disfrute en adultos mayores [Trabajo de pregrado] Universidad Santo Tomás, Bucaramanga, Colombia | |
| dc.identifier.instname | instname:Universidad Santo Tomás | spa |
| dc.identifier.reponame | reponame:Repositorio Institucional Universidad Santo Tomás | spa |
| dc.identifier.repourl | repourl:https://repository.usta.edu.co | spa |
| dc.identifier.uri | http://hdl.handle.net/11634/71344 | |
| dc.language.iso | spa | |
| dc.publisher | Universidad Santo Tomás | spa |
| dc.publisher.branch | CRAI-USTA Bucaramanga | |
| dc.publisher.faculty | Facultad de Cultura Física, Deporte y Recreación | spa |
| dc.publisher.program | Pregrado Cultura Física, Deporte y Recreación | spa |
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| dc.relation.references | Harvey, J. A., Chastin, S. F. M., & Skelton, D. A. (2015). How sedentary are older people? A systematic review of the amount of sedentary behavior. Journal of Aging and Physical Activity, 23(3), 471–487. https://doi.org/10.1123/japa.2014-0164 | |
| dc.relation.references | Hernandez-Martínez, J., Ramirez-Campillo, R., Álvarez, C., Valdés-Badilla, P., Moran, J., & Izquierdo, M. (2022). Effects of active exergames training on physical functional performance in older females. Cultura, Ciencia y Deporte, 17(51), 77–84. https://doi.org/10.12800/ccd.v17i51.1658 | |
| dc.relation.references | Lakens, D. (2013). Calculating and reporting effect sizes to facilitate cumulative science: A practical primer for t-tests and ANOVAs. Frontiers in Psychology, 4(863), 1–12. https://doi.org/10.3389/fpsyg.2013.00863 | |
| dc.relation.references | Lee, P. H., Macfarlane, D. J., Lam, T. H., & Stewart, S. M. (2011). Validity of the international physical activity questionnaire short form (IPAQ-SF): A systematic review. International Journal of Behavioral Nutrition and Physical Activity, 8. https://doi.org/10.1186/1479-5868-8-115 | |
| dc.relation.references | Li, J., Erdt, M., Chen, L., Cao, Y., Lee, S. Q., & Theng, Y. L. (2018). The social effects of exergames on older adults: Systematic review and metric analysis. Journal of Medical Internet Research, 20(6). https://doi.org/10.2196/10486 | |
| dc.relation.references | Moreno, J.-A., González-Cutre, D., Martínez, C., Alonso, N., & López, M. (2008). Psychometric properties of the Physical Activity Enjoyment Scale (PACES) in the Spanish context. Studies in Psychology, 29(2), 173–180. https://doi.org/10.1174/021093908784485093 | |
| dc.relation.references | Neumann, S., Meidert, U., Barberà-Guillem, R., Poveda-Puente, R., & Becker, H. (2018). Effects of an exergame software for older adults on fitness, activities of daily living performance, and quality of life. Games for Health Journal, 7(5), 341–346. https://doi.org/10.1089/g4h.2017.0079 | |
| dc.relation.references | Valenzuela, T., Okubo, Y., Woodbury, A., Lord, S., & Delbaere, K. (2018). Adherence to technology-based exercise programs in older adults: A systematic review. Journal of Geriatric Physical Therapy, 41(1), 49–61. | |
| dc.relation.references | World Health Organization. (2024, October 1). Ageing and Health. https://www.who.int/news-room/fact-sheets/detail/ageing-and-health#:~:text=By%202050%2C%20the%20world’s%20population,2050%20to%20reach%20426%20million. | |
| dc.rights.accessrights | info:eu-repo/semantics/openAccess | |
| dc.rights.coar | http://purl.org/coar/access_right/c_14cb | |
| dc.rights.local | Abierto (Texto Completo) | spa |
| dc.subject.keyword | Active video games | |
| dc.subject.keyword | Conventional exercise | |
| dc.subject.keyword | Older adults | |
| dc.subject.keyword | Satisfaction | |
| dc.subject.keyword | Frustration | |
| dc.subject.keyword | Enjoyment | |
| dc.subject.keyword | Exercise | |
| dc.subject.keyword | Adherence | |
| dc.subject.lemb | Creación de videojuegos | |
| dc.subject.lemb | Juegos virtuales | |
| dc.subject.lemb | Análisis de información | |
| dc.subject.proposal | Videojuegos activos | |
| dc.subject.proposal | Ejercicio convencional | |
| dc.subject.proposal | Adultos mayores | |
| dc.subject.proposal | Satisfacción | |
| dc.subject.proposal | Frustración | |
| dc.subject.proposal | Disfrute | |
| dc.subject.proposal | Adherencia | |
| dc.subject.proposal | Ejercicio | |
| dc.title | Videojuego activo versus ejercicio convencional: respuestas de satisfacción, frustración y disfrute en adultos mayores | |
| dc.type | bachelor thesis | |
| dc.type.category | Formación de Recurso Humano para la Ctel: Trabajo de grado de Pregrado | |
| dc.type.coar | http://purl.org/coar/resource_type/c_7a1f | |
| dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa | |
| dc.type.drive | info:eu-repo/semantics/bachelorThesis | |
| dc.type.local | Trabajo de grado | spa |
| dc.type.version | info:eu-repo/semantics/acceptedVersion |
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