<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1688-0390</journal-id>
<journal-title><![CDATA[Revista Médica del Uruguay]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. Méd. Urug.]]></abbrev-journal-title>
<issn>1688-0390</issn>
<publisher>
<publisher-name><![CDATA[Sindicato Médico del Uruguay]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1688-03902020000400234</article-id>
<article-id pub-id-type="doi">10.29193/rmu.36.4.11</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Beneficios de los videojuegos activos sobre parámetros de aptitud física relacionada con la salud: un comentario en tiempos de cuarentena]]></article-title>
<article-title xml:lang="en"><![CDATA[Benefits of active videogames on health-related physical fitness parameters: Commentary in the times of quarantine]]></article-title>
<article-title xml:lang="pt"><![CDATA[Benefícios dos videogames ativos nos parâmetros de condicionamento físico relacionados à saúde: um comentário em tempos de quarentena]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Corvos]]></surname>
<given-names><![CDATA[César Augusto]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Peroni]]></surname>
<given-names><![CDATA[Bruno Bizzozero]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Pintos-Toledo]]></surname>
<given-names><![CDATA[Enrique]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Fernández-Gimánez]]></surname>
<given-names><![CDATA[Sofía]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Brazo-Sayavera]]></surname>
<given-names><![CDATA[Javier]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de la República Instituto Superior de Educación Física ]]></institution>
<addr-line><![CDATA[Montevideo ]]></addr-line>
<country>Uruguay</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad de la República PDU EFISAL. Centro Universitario Regional Noreste. ]]></institution>
<addr-line><![CDATA[Rivera ]]></addr-line>
<country>Uruguay</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2020</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2020</year>
</pub-date>
<volume>36</volume>
<numero>4</numero>
<fpage>234</fpage>
<lpage>248</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_arttext&amp;pid=S1688-03902020000400234&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_abstract&amp;pid=S1688-03902020000400234&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_pdf&amp;pid=S1688-03902020000400234&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen: En la actualidad estamos viviendo una pandemia provocada por el virus del SARS-CoV-2, el COVID-19, siendo lo más recomendado quedarse en casa para disminuir el contagio y que éste se reduzca al mínimo posible. En el siglo XXI la tecnología está más presente que nunca y forma parte de nuestra vida cotidiana. Dado que existe un importante abuso de aquélla, especialmente por parte de los adolescentes, desde nuestra perspectiva promotora del movimiento y de la reducción del comportamiento sedentario, proponemos el uso de los videojuegos activos como sustitución de los videojuegos convencionales. Para ello, se han revisado los principales beneficios que éstos pueden aportar, tanto a la población más joven como a los adultos mayores. Este último grupo de edad es uno de los más afectados por la pandemia y por tanto hay una fuerte recomendación para que permanezcan en sus hogares. No obstante, se recomienda hacer un uso responsable y no invertir un tiempo excesivo que pueda conllevar perjuicios.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Summary: We are currently living the SARS CoV2, COVID-19 pandemic, the highest recommendation being to stay at home to reduce the risk of contagion and thus disease transmission to the minimum. More than ever, technology is part of our daily life in this 21st century. Given the significant abuse of technology, in particular by adolescents, and considering our perspective that is grounded on promoting movement and reducing a sedentary lifestyle, we suggest using active videogames to substitute conventional ones. To that end, we have conducted a review of the main benefits of videogames on the younger population, as well as on older adults, who constitute one of the most affected sectors by the pandemic and were consequently strongly encouraged to stay at home. However, a recommendation is made to make a responsible use of active videogames and avoid investing excessive time, what may result in a negative impact.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo: No momento vivemos uma pandemia causada pelo vírus SARS-CoV-2, COVID-19, sendo o mais recomendado ficar em casa para reduzir o contágio e que este seja reduzido ao mínimo possível. No século 21, a tecnologia está mais presente do que nunca e faz parte do nosso dia a dia. Tendo em vista que há significativo abuso da mesma, principalmente por adolescentes, na nossa perspectiva que promove o movimento e a redução do comportamento sedentário, propomos o uso de videogames ativos em substituição aos videogames convencionais. Para isso, fizemos uma revisão dos principais benefícios que estas podem trazer, tanto para a população mais jovem como para os idosos. Esta última faixa etária é uma das mais afetadas pela pandemia e, portanto, há uma forte recomendação para que fiquem em casa. No entanto, é recomendável usá-lo com responsabilidade e não investir tempo excessivo que possa causar danos.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Juegos de video]]></kwd>
<kwd lng="es"><![CDATA[Conducta sedentaria]]></kwd>
<kwd lng="es"><![CDATA[Actividad física]]></kwd>
<kwd lng="es"><![CDATA[Adolescente]]></kwd>
<kwd lng="es"><![CDATA[Anciano]]></kwd>
<kwd lng="en"><![CDATA[Video games]]></kwd>
<kwd lng="en"><![CDATA[Sedentary behavior]]></kwd>
<kwd lng="en"><![CDATA[Physical activity]]></kwd>
<kwd lng="en"><![CDATA[Adolescent]]></kwd>
<kwd lng="en"><![CDATA[Aged]]></kwd>
<kwd lng="pt"><![CDATA[Jogos de vídeo]]></kwd>
<kwd lng="pt"><![CDATA[Comportamento sedentário]]></kwd>
<kwd lng="pt"><![CDATA[Atividade física]]></kwd>
<kwd lng="pt"><![CDATA[Adolescente]]></kwd>
<kwd lng="pt"><![CDATA[Idoso]]></kwd>
</kwd-group>
</article-meta>
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