Abstract
Objective: The aim of study was to determine prevalence and identify demographic correlates of activeand non-active gaming among adolescents.Design: Cross-sectional.Methods: A survey, assessing game behavior and correlates, was conducted among adolescents (12–16years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to exam-ine demographic correlates of active gaming (=1 h per week) and non-active gaming (>7 h per week).Results: Of all participants (n = 373), 3% reported to play exclusively active games, 40% active games andnon-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gam-ing adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9) minand 1 (sd = 0.54) day per weekend for 42 (sd = 36.5) min. Non-active gaming adolescents played on aver-age on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0) min and 1.4 (sd = 0.65) days per weekend for80 (sd = 50.8) min. Adolescents attending lower levels of education were more likely to play active games=1 h per week than adolescents attending higher educational levels. Boys and older adolescents weremore likely to play non-active games >7 h per week, than girls or younger adolescents.Conclusions: Many adolescents play active games, especially those following a lower educational level,but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a publichealth strategy, active gaming interventions should achieve more time is spent on active gaming at theexpense of non-active gaming.
Original language | English |
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Pages (from-to) | 597-601 |
Journal | Journal of Science and Medicine in Sport |
Volume | 17 |
Issue number | 6 |
DOIs | |
Publication status | Published - 2014 |
Keywords
- physical-activity
- obesity
- games
- children
- youth
- interventions
- prevention
- behavior