| Literature DB >> 25002974 |
Simon Fullerton1, Anne W Taylor1, Eleonora Dal Grande1, Narelle Berry2.
Abstract
BACKGROUND: Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames.Entities:
Mesh:
Year: 2014 PMID: 25002974 PMCID: PMC4066947 DOI: 10.1155/2014/287013
Source DB: PubMed Journal: J Obes ISSN: 2090-0708
Demographic characteristics of respondents.
|
| % | (95% CI) | |
|---|---|---|---|
| Sex | |||
| Male | 990 | 48.9 | (46.7–51.0) |
| Female | 1036 | 51.1 | (49.0–53.3) |
| Age of respondent | |||
| 18 to 24 | 250 | 12.3 | (11.0–13.8) |
| 25 to 34 | 329 | 16.2 | (14.7–17.9) |
| 35 to 44 | 366 | 18.1 | (16.5–19.8) |
| 45 to 54 | 369 | 18.2 | (16.6–19.9) |
| 55 to 64 | 314 | 15.5 | (14.0–17.1) |
| 65 to 74 | 200 | 9.9 | (8.6–11.2) |
| 75 and over | 199 | 9.8 | (8.6–11.2) |
| Area | |||
| Metropolitan | 1446 | 71.4 | (69.4–73.3) |
| Country | 580 | 28.6 | (26.7–30.6) |
| Income | |||
| Up to $20,000 | 258 | 12.8 | (11.4–14.3) |
| $20,001–$40,000 | 310 | 15.3 | (13.8–16.9) |
| $40,001–$60,000 | 291 | 14.4 | (12.9–16.0) |
| $60,001–$80,000 | 243 | 12.0 | (10.7–13.5) |
| $80,001–$100,000 | 221 | 10.9 | (9.6–12.3) |
| More than $100,000 | 425 | 21.0 | (19.3–22.8) |
| Not stated/refused/do not know | 277 | 13.7 | (12.3–15.2) |
| Marital status | |||
| Married/living with a partner | 1376 | 67.9 | (65.8–69.9) |
| Separated/divorced | 144 | 7.1 | (6.1–8.3) |
| Widowed | 120 | 5.9 | (5.0–7.1) |
| Never married | 382 | 18.8 | (17.2–20.6) |
| Education | |||
| No schooling to secondary | 932 | 46.1 | (43.9–48.2) |
| Trade/certificate/diploma | 630 | 31.1 | (29.1–33.1) |
| Degree or higher | 460 | 22.8 | (21.0–24.6) |
| Country of birth | |||
| Australia | 1573 | 77.6 | (75.8–79.4) |
| UK/Ireland | 199 | 9.8 | (8.6–11.2) |
| Other | 251 | 12.4 | (11.0–13.9) |
| Household status | |||
| Owned or being purchased by | 1678 | 83.2 | (81.1–84.4) |
| Renting | 290 | 14.4 | (12.8–15.9) |
| Retirement village | 22 | 1.1 | (0.7–1.7) |
| Other | 28 | 1.4 | (1.0–2.0) |
| Socioeconomic Indexes For Areas (SEIFA) 2006 | |||
| The lowest quintile | 362 | 18.0 | (16.4–19.7) |
| Low quintile | 427 | 21.2 | (19.5–23.0) |
| Middle quintile | 367 | 18.2 | (16.6–20.0) |
| High quintile | 390 | 19.4 | (17.7–21.2) |
| The highest quintile | 468 | 23.2 | (21.4–25.1) |
| Overall |
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The weighting of data can result in rounding discrepancies or totals not adding.
Demographic characteristics of children in the household for whom data were collected.
|
| % | (95% CI) | |
|---|---|---|---|
| Age of child | |||
| 5 to 7 | 128 | 23.8 | (20.4–27.6) |
| 8 to 10 | 130 | 24.3 | (20.8–28.1) |
| 11 to 14 | 151 | 28.1 | (24.4–32.0) |
| 15 to 17 | 128 | 23.9 | (20.5–27.6) |
| Gender of child | |||
| Male | 266 | 49.5 | (45.3–53.7) |
| Female | 269 | 50.1 | (45.9–54.3) |
| Refused | 2 | 0.4 | # |
| Overall |
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The weighting of data can result in rounding discrepancies or totals not adding. #Insufficient cell sizes for statistical tests.
Time spent playing video games, for adults and children.
| Adults | Children | |||||
|---|---|---|---|---|---|---|
|
| % | (95% CI) |
| % | (95% CI) | |
| Spent any time playing video games | ||||||
| Yes | 633 | 31.3 | (29.3–33.3) | 429 | 79.9 | (76.3–83.1) |
| No | 1383 | 68.3 | (66.2–70.2) | 103 | 19.2 | (16.1–22.8) |
| Do not know/refused | 10 | 0.5 | (0.3–0.9) | 5 | 0.8 | (0.3–2.0) |
| Hours per day playing video games | ||||||
| None | 1383 | 68.3 | (66.2–70.2) | 103 | 19.2 | (16.1–22.8) |
| Up to half an hour | 358 | 17.7 | (16.1–19.4) | 229 | 42.7 | (38.6–46.9) |
| More than half an hour to an hour | 145 | 7.2 | (6.1–8.4) | 102 | 19.1 | (16.0–22.6) |
| More than 1 to 2 hours | 80 | 3.9 | (3.2–4.9) | 59 | 11.0 | (8.7–14.0) |
| More than 2 hours | 50 | 2.5 | (1.9–3.2) | 38 | 7.1 | (5.2–9.6) |
| Do not know/refused | 10 | 0.5 | (0.3–0.9) | 5 | 0.5 | (0.3–2.0) |
| Overall |
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| SD | Range |
| SD | Range | |
|
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| Mean minutes per day playing video games* | 15.10 | 38.866 | 0–420 | 40.65 | 53.857 | 0–480 |
The weighting of data can result in rounding discrepancies or totals not adding. * Including those that did not play video games at all.
Time spent playing exergames, for adults and children who reported playing video games.
| Adults | Children | |||||
|---|---|---|---|---|---|---|
|
| % | (95% CI) |
| % | (95% CI) | |
| Spent any time playing exergames | ||||||
| Yes | 149 | 24.1 | (20.9–27.7) | 181 | 42.1 | (37.5–46.8) |
| No | 467 | 75.8 | (72.3–79.0) | 247 | 57.6 | (52.8–62.1) |
| Do not know/refused | 17 | 2.7 | (1.7–4.2) | 1 | 0.3 | # |
| Hours per day playing exergames | ||||||
| None | 467 | 75.8 | (72.3–79.0) | 247 | 57.6 | (52.8–62.1) |
| Up to half an hour | 123 | 19.9 | (16.9–23.2) | 154 | 36.0 | (31.6–40.6) |
| More than half an hour to an hour | 25 | 4.1 | (2.8–6.0) | 23 | 5.4 | (3.6–8.0) |
| More than 1 to 2 hours | 1 | 0.1 | (0.0–0.9) | 3 | 0.7 | (0.3–2.1) |
| Do not know/refused | 17 | 2.7 | (1.7–4.2) | 1 | 0.3 | # |
| Overall |
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| SD | Range |
| SD | Range | |
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| Mean minutes per day playing exergames | 5.07 | 13.130 | 0–120 | 8.1 | 14.692 | 0–120 |
The weighting of data can result in rounding discrepancies or totals not adding. #Insufficient cell sizes for statistical tests.