Active and non-active video gaming among Dutch adolescents: Who plays and how much?

作者:Simons Monique*; de Vet Emely; Brug Johannes; Seidell Jaap; Chinapaw Mai J M
来源:Journal of Science and Medicine in Sport, 2014, 17(6): 597-601.
DOI:10.1016/j.jsams.2013.10.250

摘要

Objectives: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. %26lt;br%26gt;Design: Cross-sectional. %26lt;br%26gt;Methods: A 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 (%26gt;= 1 h per week) and non-active gaming (%26gt;7 h per week). %26lt;br%26gt;Results: Of 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 %26gt;= 1 h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games %26gt;7 h per week, than girls or younger adolescents. %26lt;br%26gt;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 public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming.

  • 出版日期2014-11