Literature DB >> 20203134

Parents' and children's perceptions of active video games: a focus group study.

Robyn Dixon1, Ralph Maddison, Cliona Ni Mhurchu, Andrew Jull, Patricia Meagher-Lundberg, Deborah Widdowson.   

Abstract

Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associated with increases in heart rate and oxygen consumption. It is proposed that playing AVGs may be a useful means of addressing inactivity and obesity in children. This study explored children's and parents' perceptions of AVGs and the likely facilitators and barriers to sustained use of AVGs. Data were gathered using focus group interviews: seven with children, four with adults. Both children and parents reported that AVGs offered a way to increase activity and improve fitness. Barriers to sustained engagement, according to parents, were the cost of AVGs and lack of space in the home to play the games. According to children, the likelihood of long-term engagement with AVGs depended on game content and child age, with AVGs being seen as more appropriate for younger children than teenagers. It would appear that there is potential for AVGs to reduce inactivity in young people. However, barriers to widespread, sustainable adoption would need to be addressed if this potential is to be realized.

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Year:  2010        PMID: 20203134     DOI: 10.1177/1367493509359173

Source DB:  PubMed          Journal:  J Child Health Care        ISSN: 1367-4935            Impact factor:   1.979


  8 in total

1.  Efficient and Effective Change Principles in Active Videogames.

Authors:  Leon M Straker; Ashley A Fenner; Erin K Howie; Deborah L Feltz; Cindy M Gray; Amy Shirong Lu; Florian Floyd Mueller; Monique Simons; Lisa M Barnett
Journal:  Games Health J       Date:  2014-11-03

Review 2.  Active video games and health indicators in children and youth: a systematic review.

Authors:  Allana G LeBlanc; Jean-Philippe Chaput; Allison McFarlane; Rachel C Colley; David Thivel; Stuart J H Biddle; Ralph Maddison; Scott T Leatherdale; Mark S Tremblay
Journal:  PLoS One       Date:  2013-06-14       Impact factor: 3.240

Review 3.  Innovative interventions to promote behavioral change in overweight or obese individuals: A review of the literature.

Authors:  Daniel E Okorodudu; Hayden B Bosworth; Leonor Corsino
Journal:  Ann Med       Date:  2014-07-10       Impact factor: 4.709

4.  Games for Health for Children-Current Status and Needed Research.

Authors:  Tom Baranowski; Fran Blumberg; Richard Buday; Ann DeSmet; Lynn E Fiellin; C Shawn Green; Pamela M Kato; Amy Shirong Lu; Ann E Maloney; Robin Mellecker; Brooke A Morrill; Wei Peng; Ross Shegog; Monique Simons; Amanda E Staiano; Debbe Thompson; Kimberly Young
Journal:  Games Health J       Date:  2015-08-11

5.  Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

Authors:  Monique Simons; Emely de Vet; Mai Jm Chinapaw; Michiel de Boer; Jacob C Seidell; Johannes Brug
Journal:  JMIR Serious Games       Date:  2014-04-04       Impact factor: 4.143

6.  Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment.

Authors:  Alejandro Quintas-Hijós; Carlos Peñarrubia-Lozano; Juan Carlos Bustamante
Journal:  PLoS One       Date:  2020-04-10       Impact factor: 3.240

Review 7.  Children's experiences of play in digital spaces: A scoping review.

Authors:  Fiona M Loudoun; Bryan Boyle; Maria Larsson-Lund
Journal:  PLoS One       Date:  2022-08-09       Impact factor: 3.752

8.  Active gaming in Dutch adolescents: a descriptive study.

Authors:  Monique Simons; Claire Bernaards; Jantine Slinger
Journal:  Int J Behav Nutr Phys Act       Date:  2012-10-02       Impact factor: 6.457

  8 in total

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