Literature DB >> 23027171

Prevalence and correlates of exergaming in youth.

Erin K O'Loughlin1, Erika N Dugas, Catherine M Sabiston, Jennifer L O'Loughlin.   

Abstract

OBJECTIVES: Less than 15% of children and adolescents participate regularly in physical activity (PA) and, with ever-increasing obesity, strategies to improve PA levels in youth are urgently needed. Exergaming offers a PA alternative that may be especially attractive in our increasingly technophilic society. However, there are no observational studies of exergaming in population-based samples of adolescents. The purpose of this study was to investigate potential sociodemographic, lifestyle, psychosocial, weight-related, and mental health correlates of exergaming as well as describe the type, timing, and intensity of exergaming in a population-based sample of adolescents.
METHODS: Data on exergame use and potential sociodemographic, lifestyle, psychosocial, weight-related, and mental health correlates of exergaming were collected in mailed self-report questionnaires completed by 1241 grade 10 and 11 students from the Montreal area with a mean age of 16.8 years (SD = 0.05 years; 43% male) participating in the AdoQuest study. The independent correlates of exergaming were identified in multivariable logistic regression models.
RESULTS: Nearly one-quarter (24%) of participants reported exergaming. Exergamers played 2 days per week on average, for ∼50 minutes each bout; 73% of exergamers played at a moderate or vigorous intensity. Exergamers were more likely than nonexergamers to be girls, to play nonactive video games, to watch ≥2 hours of television per day, to be stressed about weight, and to be nonsmokers.
CONCLUSIONS: Many adolescents exergame at intensity levels that could help them achieve current moderate-to-vigorous PA recommendations. Interventions that encourage exergaming may increase PA and decrease sedentary behavior in select youth subgroups, notably in girls.

Entities:  

Mesh:

Year:  2012        PMID: 23027171     DOI: 10.1542/peds.2012-0391

Source DB:  PubMed          Journal:  Pediatrics        ISSN: 0031-4005            Impact factor:   7.124


  21 in total

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4.  Socioeconomic status is associated with the prevalence and co-occurrence of risk factors for cigarette smoking initiation during adolescence.

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5.  Physiological Responses to Active Video Games Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents.

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6.  Active Screen Time Among U.S. Youth Aged 9-18 Years, 2009.

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7.  Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study.

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8.  Rationale and design of active play @ home: a parent-led physical activity program for children with and without disability.

Authors:  Daniela A Rubin; Kathleen S Wilson; Lenny D Wiersma; Jie W Weiss; Debra J Rose
Journal:  BMC Pediatr       Date:  2014-02-14       Impact factor: 2.125

9.  Screen media usage, sleep time and academic performance in adolescents: clustering a self-organizing maps analysis.

Authors:  Carmen Peiró-Velert; Alexandra Valencia-Peris; Luis M González; Xavier García-Massó; Pilar Serra-Añó; José Devís-Devís
Journal:  PLoS One       Date:  2014-06-18       Impact factor: 3.240

10.  The effect of dance mat exergaming systems on physical activity and health-related outcomes in secondary schools: results from a natural experiment.

Authors:  Liane B Azevedo; Duika Burges Watson; Catherine Haighton; Jean Adams
Journal:  BMC Public Health       Date:  2014-09-12       Impact factor: 3.295

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