کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
2701411 | 1144438 | 2014 | 5 صفحه PDF | دانلود رایگان |
ObjectivesThe aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents.DesignCross-sectional.MethodsA survey, assessing game behavior and correlates, was conducted among adolescents (12–16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demographic correlates of active gaming (≥1 h per week) and non-active gaming (>7 h per week).ResultsOf all participants (n = 373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gaming adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9) min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5) min. Non-active gaming adolescents played on average 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 for 80 (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 were more likely to play non-active games >7 h per week, than girls or younger adolescents.ConclusionsMany 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 public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming.
Journal: Journal of Science and Medicine in Sport - Volume 17, Issue 6, November 2014, Pages 597–601