Monique Simons1, Claire Bernaards, Jantine Slinger. 1. Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, Netherlands. Monique.Simons@tno.nl
Abstract
BACKGROUND: Adequate levels of physical activity are part of a healthy lifestyle and in this way linked to better health outcomes. For children and adolescents, the physical activity guideline recommends at least 60 minutes of moderate-to-vigorous physical activity every day. However, many adolescents are not physically active enough and they spend a lot of their time on sedentary activities (such as video games). A new generation of video games that require body movements to play them, so-called "active games", could serve to increase physical activity in adolescents. The activity level while playing these games is comparable to light-to-moderate intensity physical activity. The current study aims to increase our understanding of 1) the demographic characteristics of adolescents who play active games regularly (≥ 1 hour per week) and non-regularly (< 1 hour per week), 2) time spent on active games, 3) the contribution of active games to daily physical activity and 4) the type and amount of activities being replaced by active gaming. METHODS: A cross-sectional survey was conducted in a Dutch internet panel, questioning adolescents in conjunction with one of their parents. A random sample of 320 households (with stratification on gender of the parent and the adolescent, the age of the adolescent and the region of the household) was selected that owned a console or application for active video games and that had a child aged 12 through 16 years. 201 child-parent couples (63% response) completed an internet survey with questions about demographics, physical activity and sedentary behaviour, and gaming behaviour. The questionnaire also contained questions designed to assess whether and how active gaming replaces other activities. Besides descriptive analyses, independent t-test, Pearson's chi-square and Mann-Whitney test (when data were not normally distributed) were used for comparisons between regular and non-regular active gamers. RESULTS: Eleven percent of the adolescents with an active game in their household never used the game. There were no significant differences in gender, education level (of adolescent and parent), ethnicity and sedentary behaviour between regular (n = 65) and non-regular active gamers (n = 114). Adolescents' (regular and non-regular active gamers) meantime spent on active gaming was 80 (± 136) minutes a week; this potentially amounts to 11% of total physical activity. When time spent on active gaming was included in the calculation of the percentage of adolescents that met the physical activity guideline, the percentage increased significantly (p < 0.05) from 67 to 73%. According to the adolescents, active gaming mainly replaces sedentary screen time such as TV viewing, internet and non-active gaming. Parental opinions concurred with this appraisal. CONCLUSIONS: The results of this study confirm the idea that active gaming may contribute to an active lifestyle in adolescents, primarily because it potentially contributes substantially to time spent on physical activity. Secondly, active gamers indicate that they spent time on active games which they would have spent otherwise on less active activities.
BACKGROUND: Adequate levels of physical activity are part of a healthy lifestyle and in this way linked to better health outcomes. For children and adolescents, the physical activity guideline recommends at least 60 minutes of moderate-to-vigorous physical activity every day. However, many adolescents are not physically active enough and they spend a lot of their time on sedentary activities (such as video games). A new generation of video games that require body movements to play them, so-called "active games", could serve to increase physical activity in adolescents. The activity level while playing these games is comparable to light-to-moderate intensity physical activity. The current study aims to increase our understanding of 1) the demographic characteristics of adolescents who play active games regularly (≥ 1 hour per week) and non-regularly (< 1 hour per week), 2) time spent on active games, 3) the contribution of active games to daily physical activity and 4) the type and amount of activities being replaced by active gaming. METHODS: A cross-sectional survey was conducted in a Dutch internet panel, questioning adolescents in conjunction with one of their parents. A random sample of 320 households (with stratification on gender of the parent and the adolescent, the age of the adolescent and the region of the household) was selected that owned a console or application for active video games and that had a child aged 12 through 16 years. 201 child-parent couples (63% response) completed an internet survey with questions about demographics, physical activity and sedentary behaviour, and gaming behaviour. The questionnaire also contained questions designed to assess whether and how active gaming replaces other activities. Besides descriptive analyses, independent t-test, Pearson's chi-square and Mann-Whitney test (when data were not normally distributed) were used for comparisons between regular and non-regular active gamers. RESULTS: Eleven percent of the adolescents with an active game in their household never used the game. There were no significant differences in gender, education level (of adolescent and parent), ethnicity and sedentary behaviour between regular (n = 65) and non-regular active gamers (n = 114). Adolescents' (regular and non-regular active gamers) meantime spent on active gaming was 80 (± 136) minutes a week; this potentially amounts to 11% of total physical activity. When time spent on active gaming was included in the calculation of the percentage of adolescents that met the physical activity guideline, the percentage increased significantly (p < 0.05) from 67 to 73%. According to the adolescents, active gaming mainly replaces sedentary screen time such as TV viewing, internet and non-active gaming. Parental opinions concurred with this appraisal. CONCLUSIONS: The results of this study confirm the idea that active gaming may contribute to an active lifestyle in adolescents, primarily because it potentially contributes substantially to time spent on physical activity. Secondly, active gamers indicate that they spent time on active games which they would have spent otherwise on less active activities.
In all age groups, adequate levels of physical activity are part of a healthy lifestyle and linked to better health outcomes
[1,2]. The physical activity guideline for Dutch children and adolescents recommends at least 60 minutes of moderate-to-vigorous physical activity a day
[3-5]. Three quarters of the children and adolescents in the Netherlands do not meet this guideline
[6]. The most noticeable decrease in physical activity occurs during adolescence
[7,8].Adolescents spend a lot of their time on sedentary activities and, in particular, video games
[9-11]. In the Netherlands, 95% of adolescent boys and 81% of adolescent girls play video games; boys an average of 9.8 hours a week and girls 3.9 hours a week
[11]. The amount of time spent on sedentary activities is linked to poorer health, regardless of the amount of time that someone is physically active
[12,13]. In addition to the physical activity guideline, then, there is also a guideline for sedentary activities recommending that no more than two hours a day should be spent on recreational sedentary screen activities
[14]. Both increasing physical activity and reducing sedentary behaviour are key public health targets
[15,16].A new generation of video games require body movements: "active games". In active video games, the gross body movement component replaces the hand control of traditional video games that requires only small finger and wrist movements. The player has to imitate the movements associated with, for example, boxing, tennis or dancing to play the game. Examples of active games are Microsoft Kinect, PlayStation®2 EyeToyTM and Move (Sony), Dance Dance Revolution (Konami) and the Nintendo WiiTM (Nintendo). Studies have shown that energy expenditure (EE) while playing active video games is substantially higher (100% through 400%) than EE during sedentary activities and is comparable to light to moderate physical activity (2 through 6 METs)
[17-20]. Because adolescents are highly interested in computer games and more and more active computer games are becoming available, these games might contribute to an active and healthy lifestyle and they have attracted increasing interest from health-care professionals
[21,22].Active gaming can only have a potential effect on physical activity and health if adolescents are willing to spend time playing them. Currently, little is known about how much time adolescents spend on active gaming in a natural setting and about the demographic characteristics of adolescents who play active games. Baranowski et al. conducted a naturalistic study in younger children (9–12 years old) and showed that when children received two active (Wii) games they played it for 28 minutes per day in the first week and 8 minutes a day in week 12
[23]. Furthermore, we need to know more about the behavioural aspects of active gaming in a natural setting. In particular, how often and how long do adolescents play active games and what activities do they replace? If active games replace sedentary behaviour (such as traditional video games (non-active games)), active gaming will lead to an increase in the time spent on physical activity and reduce sedentary time (if other activities remain unchanged). In this way active gaming can result in an increase in the number of adolescents who meet the guidelines for physical activity and sedentary behaviour. However, it has not been demonstrated yet whether active gaming will replace less active forms of activity or whether it takes adolescents away from physical activities in which they already participate. The study of Baranowski et al.
[23] among younger children did provide an indication that simply providing an active game to children does not result in a higher amount of physical activity. In this study the children were randomly assigned to either the active game condition (receiving two active Wii games) or the non-active game condition (receiving two non-active Wii games). The results showed no difference in physical activity between the two groups, indicating that simply acquiring active games does not spontaneously lead to an increase in physical activity in 9–12 years old children. No such study has been conducted yet among adolescents.To develop interventions for reducing sedentary behaviour by replacing non-active behaviour with active gaming, it is important to fill these gaps in our knowledge about active gaming. This study therefore addressed the following questions: (1) what are the demographic characteristics of adolescents who play active games regularly (≥ 1 hour a week) and non-regularly (<; 1 hour a week)? (2) What is the contribution of playing active games to daily physical activity behaviour in adolescents who play active games occasionally? and (3) Does active gaming replace activities that are either more active (negative outcome) or less active (positive outcome) than active gaming in adolescents?
Methods
The study population consisted of adolescents (12 to 16 years of age) with an active console in the household who play active games at home. To answer the questions addressed by this study, we questioned adolescents with one of their parents. The source population of the current study consisted of approximately 140,000 households from a Dutch internet panel. A representative sample of 4,817 households with at least one child in the 12–16 age category was first screened on the possession of a console or application foractive video games (e.g.Nintendo Wii). An active video game was defined as a game requiring physical activity involving more than finger and wrist movements to play. This selection yielded 2,937 households (60%) with an active console. Next, a random sample of 320 households was approached to complete the internet questionnaire. This sample was selected randomly, with stratification on gender of the parents and the adolescents, the age of the adolescents and the location of the household. Both adolescents and one of their parents were asked to answer a questionnaire in October 2010. Participants received a small incentive for filling in the questionnaire; the adolescents received 1.85 euro and the parents 1 euro. Valid responses were obtained from 201 child–parent pairs (a response rate of 63%).
Measurements
Adolescents
The questionnaire for the adolescents contained questions about demographics (age, gender, ethnicity, and education level), physical activity behaviour, sedentary behaviour, active and non-active gaming behaviour. They were also asked which game consoles they owned and how long they had owned a console for active games. In addition, questions were asked to assess the replacement of other activities by active gaming.
Physical activity and sedentary behaviour
Physical activity and sedentary behaviour were assessed with the Dutch Standard Physical Activity Questionnaire for youth (Indicators Monitor Youth Health)
[24,25]. This questionnaire is commonly used in the Netherlands for assessing physical activity and sedentary behaviour in youth. The physical activity questions have recently been validated
[26]. The sedentary activity questions have not been validated. However, they were developed by a panel of experts assuring face validity.The physical activity questionnaire assesses the frequency and duration of four specific types of physical activity, namely (1) walking or cycling to school, (2) sports at school, (3) sports at a club, and (4) sports outside a club. Multiple-choice questions were used to establish frequency and duration per day in all four categories. Frequency was categorised as the number of days a week, ‘never’ or ‘I did not engage in that activity last week but I normally do’. Duration was assessed by numbers of minutes in different ranges that were averaged to calculate the average number of minutes spent on the specific physical activity. Duration in the category ‘walking and cycling to school’ was recorded as follows: less than 10 minutes a day = 5 minutes a day (on average), 10 to 20 minutes a day = 15 minutes a day, 20 to 30 minutes a day = 25 minutes a day, 30 to 60 minutes a day = 45 minutes, more than 60 minutes a day = 75 minutes a day. There was no question about walking or cycling for purposes other than commuting and so the duration of walking and cycling to school was then multiplied by 7/5 to extrapolate walking and cycling to school to walking and cycling for other purposes. This was based on the assumption that children who do not walk or cycle to school on schooldays will also not walk or cycle in the weekend
[27]. For the categories ‘sports at a club’ and ‘sports outside a club’, duration was recorded as follows: less than 30 minutes a day = 15 minutes a day, 30 minutes to one hour a day = 45 minutes a day, one to two hours a day = 90 minutes a day, two to three hours a day = 150 minutes, more than three hours a day = 210 minutes a day. The duration for ‘sports at school’ was preset at 45 minutes. To calculate total physical activity time in minutes a week, the number of days reported for each category was multiplied by the average number of minutes a day. The answer categories for frequency - ‘never’ and ‘I did not engage in that activity last week but I normally do’ - were set at zero. Finally, the time spent in all four categories was totalled to calculate total time spent in physical activity. To meet the physical activity guideline for youth, adolescents need to be physically active at least 420 minutes a week (60 minutes a day). To determine whether adolescents met this physical activity guideline, it was assumed that the reported activities were performed at a moderate-to-vigorous intensity.The questionnaire included two categories for recreational sedentary behaviour: 1) watching TV and DVD and 2) computer activities (internet, homework, games). As with the physical activity questions for both categories, multiple-choice questions were used to determine frequency and duration per day. The answer categories for frequency were the same as for the physical activity questions. Duration was determined in the same way as for the physical activity categories ‘sports at club’ and ‘sports outside a club’. To calculate total sedentary time in minutes per week, the same calculation was used as to calculate the time being physically active. To meet the sedentary behaviour guideline, adolescents should not spend more than 120 minutes a day on sedentary screen activities for entertainment purposes (computer, television)
[14]. The cut-off for compliance with this guideline was therefore set at 840 minutes a week (120 minutes a day) on sedentary activities.
Non-active and active game behaviour
The questions for assessing game behaviour were drafted for the current study and followed the same structure as the Dutch Standard Physical Activity Questionnaire. Frequency and duration per day of both active and non-active gaming were established. The answer categories for the questions regarding frequency were the number of days a week, ‘less than once a week’ and ‘I did not engage in that activity last week but I normally do’. Duration was recorded in the same way as the physical activity categories ‘sport at club’ and ‘sport outside a club’. To calculate the number of minutes a week spent on gaming, the same calculation was used as to calculate the time being physically active. So in adolescents who indicated that they did not play active/ non-active games in the last week but that they normally did or that they play active/ non-active games less than once a week, the calculation of the number of minutes per week spent on gaming resulted in zero.
Replacement of activities by active gaming
To determine which activities are being replaced by active gaming, adolescents answered the following two multiple-choice questions: 1) “If you can remember when you didn't have an active game, what did you do with the time you now spend on active gaming?” and 2) “Imagine that you no longer have an active game: what will you do with the time you now normally spend on active gaming?” The answer options were: watching TV, Internet (chatting, MSN), non-active gaming, sports, homework, meeting friends, playing outside, making or listening to music, reading, sleeping. Adolescents could also answer that they have not played an active game in the last year or that they never play video games. Finally, adolescents were asked whether they thought this activity was more or less physically active than active gaming. These questions were specially developed for this study and have not been validated. The questions were pretested and this showed that adolescents and parents understood the questions and were able to answer them.
Parents
The questionnaire for the parents contained questions about demographics (age, relationship with adolescent (mother/father/carer), ethnicity and education level). Parents answered two questions about the replacement of the adolescent’s activities by active gaming: 1) “If you can remember when there was no active game in your household, what did your child do with the time he/she now spends on active gaming?” and 2) “Imagine that there will no longer be active games in your household: what do you expect your child would do with the time he/she now normally spends on active gaming?”. The answer options were the same as in the questions for adolescents, and the same question about the intensity of the replaced activity by comparison with active gaming was asked.
Data preparation and analysis
Descriptive analyses were conducted for the adolescents who said they played active games occasionally (i.e. active gamers), so the non-users were excluded from the analyses. These adolescents were split up into two groups: 1) adolescents who played active games at least 1 hour a week, referred to as regular active gamers and 2) adolescents who played active games less than one hour a week, referred to as non-regular active gamers. The cut–off value of 1 hour a week of active gaming was based on the fact that individuals gain an average of 0.5 kg of excess body weight a year, which results from a positive energy balance of 70 kcal a week
[28]. Studies showed that playing an active game resulted in an increase in energy expenditure of 60 kcal for one hour of playing Wii Sports
[29] and 80 kcal for one hour of playing DDR compared to non-active gaming
[30]. Replacement of a non-active game by an active gaming for one hour a week, would lead to an additional energy use of 70 kcal a week. Consequently, it is possible that playing active games for 1 hour a week may prevent excess weight gain.Variables were tested for normality and non-normally distributed variables were log transformed. Independent sample t-tests and Pearson’s chi-square tests were used to compare regular and non-regular active gamers and to test gender difference in time spent on active and non-active gaming. If the log transformation did not lead to a normal distribution, the non-parametric Mann–Whitney test was performed to compare regular and non-regular active gamers. SPSS version 14.0 was used for the analysis and two-sided p-values <; 0.05 were considered significant.The children and parents who participated in the study were registered at a Dutch Internet panel. All the children in this Internet panel provided consent to be in the internet panel and also their parents provided consent for their son or daughter and for their selves.
Results
Participants
Valid responses were obtained from 201 adolescent-parent couples (a response rate of 63%) with an active game in their household. Of these 201 adolescents, 22 (11%) never played active games. These 22 adolescents were excluded from analysis, which resulted in a total sample of 179 active gaming adolescents (active gamers), with one of their parents. Descriptive analyses were conducted for this group.In Table
1, the demographic characteristics of regular active gamers (playing active games for one hour or more a week) are compared with those of non-regular active gamers (playing active games for less than one hour a week). The mean age was significantly (p = 0.004) lower in the regular active gamers group.
Table 1
Demographic characteristics of regularand non-regular active gamers
Characteristic
All active gamers (n=179)
Regular active gamers (n=65)
Non-regular active gamers (n=114)
p-value
Sex
0.601
-Boys (%)
50
52
48
Mean age (years (SD))*
13.9 (1.3)
13.5 (1.3)
14.1 (1.3)
0.004
Education level
0.588
-% pre-vocational
42
46
40
-% vocational
5
6
4
-% advanced secondary
22
20
23
-% pre-university
24
19
26
-% other
8
9
7
Parent education
0.871
-% low
17
15
18
-% moderate
49
51
48
-% high
34
34
33
Ethnicity
0.172
% non-Dutch origin
7
11
5
*Significant difference between regular and non-regular active gamers (p <; 0.05).
Demographic characteristics of regularand non-regular active gamers*Significant difference between regular and non-regular active gamers (p <; 0.05).
Sedentary behaviour and physical activity
The active gamers spent almost 4 hours a week playing non-active games, with boys spending significantly (p <; 0.001) more time (350 minutes a week) on these games than girls (100 minutes a week). Seventy-five per cent of the active gamers spent more than 120 minutes a day in sedentary behaviours and therefore did not meet the guideline for sedentary behaviour. There were no significant differences (p = 0.552) between regular and non-regular active gamers regarding meeting the guidelines for sedentary behaviour and physical activity.The active gamers spent an average of 80 minutes a week playing active games. There was no significant difference (p = 0.120) in time spend playing active games between boys and girls. Eight per cent of the adolescents had not played active games in the past week but normally did, 42% played less frequently than once a week, 34% played once or twice a week and 10% three times a week, leaving 7% that played four to seven times a week. Of the adolescents who had played active games in the past week, 26% played for less than 30 minutes a day, 46% played for 30 to 60 minutes, 23% for 60 to 120 minutes and 5% for 120 to 180 minutes a day. Almost all participants (94%) owned a Nintendo Wii, 12% had a PlayStation EyeToy and 3% had a Dance Dance Revolution. Most adolescents (84%) said they had had an active game for one year or more.Total time spend in physical activity behaviour, not taking into account active gaming, was on average 581 minutes a week. Based on these types of physical activity (not taking active gaming into account) 67% of the adolescents met the physical activity guideline. There were no significant differences (p = 0.496) in the percentages of regular and non-regular active gamers who complied with the physical activity guideline.
Contribution of active games to daily physical activity
Table
2 shows that the adolescents spent an average of 660 minutes on total physical activity (including active gaming), with regular active gamers spending 798 minutes and non-regular active gamers 582 minutes a week on physical activity. When time spent on active gaming was included in the calculation of the percentage of adolescents who complied with the physical activity guideline, the percentage increased significantly (p <; 0.001) from 67% when active gaming was not taken into account to 73%. In the group of regular active gamers the percentage of adolescents that complied with the physical activity guideline was significantly (p = 0.009) higher compared to the percentage in the group of non-regular active gamers (85% versus 67%).
Table 2
Time spent on categoriesof physical activity
In all active gamers(N = 179)
Regular active gamers (N= 65)
Non-regular active gamers (N= 114)
p-values
Total physical activity includingactive gaming (mean minutes a week (SD))
660 (354)
798 (384)*
582 (311)*
<;0.001
-Transport (mean minutes a week (SD))
242 (168)
211 (158)
259 (172)
0.072
-Sport club (mean minutes a week (SD))
154 (168)
164 (202)
148 (146)
0.833
-Sport outside club (mean minutes a week (SD))
105 (166)
132 (163)*
90 (167)*
0.006
- Physical activity classesat school (mean minutes a week (SD))
79 (36)
85 (37)
76 (35)
0.072
-Active gaming (mean minutes a week (SD))
80 (136)
205 (161)*
8 (17)*
<;0.001
*Significant difference between regular and non-regular active gamers (p <; 0.05).
Time spent on categoriesof physical activity*Significant difference between regular and non-regular active gamers (p <; 0.05).An analysis of the relative contribution of each physical activity category to the total duration of physical activity showed that the largest contribution came from ‘transport’ (39%). Active gaming contributed 11% of total physical activity, which is close to the contribution from sport outside a club (such as playing soccer on the street) (13%) and physical activity classes at school (16%).Tables
3 and
4 show which activities of adolescents were replaced by active games according to both the adolescents and one of their parents. Table
3 shows the activities in which adolescents engaged before there was an active game present in their household. Table
4 shows the activities adolescents would engage in if there was no longer an active game in their household.
Table 3
Estimation of performed activitiesinstead of active gaming:adolescent perspective and parent’sperspective
Activity
According to adolescent (%)(n = 179)
According to the parent(%) (n = 174)
TV viewing, internet or non-active gaming
71
77
Homework, listening to or making music, or reading
15
5
Sports or playing outside
5
13
I have not played active games in the past year/ My child has not played active games in the past year
1
1
Other
8
5
Table 4
Activities expected to replaceactive gaming: adolescent perspectiveand parent’s perspective
Activity
According to adolescent (%)(n = 179)
According to the parent(%) (n = 174)
TV viewing, internet or non-active gaming
71
78
Homework, listening to or making music, or reading
11
6
Sports or playing outside
4
7
I never play video games/ My child never plays video games or did not in the past year
2
1
Other
13
8
Estimation of performed activitiesinstead of active gaming:adolescent perspective and parent’sperspectiveActivities expected to replaceactive gaming: adolescent perspectiveand parent’s perspectiveAccording to the adolescents, sedentary screen time such as TV viewing, internet and non-active gaming were the main activities that had actually been replaced, and that would be replaced, by active gaming. The parents agreed with the adolescents about this. About three-quarters of the adolescents (74-75%) said that the activity that was being replaced, or they thought they would be replaced, by active game playing was less intensive than active gaming. Most parents (73-78%) concurred.
The results of the current study reinforce the idea that active gaming may potentially contribute to an active lifestyle in adolescents. Active gamers seem to spend a substantial amount of time on playing active games which they otherwise would have spent on less active pursuits.
Consent
The children and parents who participated in the study were registered at a Dutch Internet panel. All the children in this Internet panel provided consent to be in the internet panel and also their parents provided consent for their son or daughter and for their selves.
Competing interests
The authors declare that there are no competing interests.
Authors’ contributions
JS obtained funding. MS and JS designed the study. MS performed statistical analyses. All authors participated in the interpretation of analyses. MS drafted the manuscript. JS and CB critically revised the manuscript. All authors read and approved the final manuscript.
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