Confinement and exercise: audiovisual strategies against sedentarism
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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