| Literature DB >> 29243962 |
Linda K Kaye1, Andrew R Levy1.
Abstract
With public health concerns surrounding rates of sedentary behavior (SB), there is often speculation on the role of screen time (in which "computer gaming" is commonly encompassed) as a key contributor to this epidemic. We argue that these assertions are based upon a number of problematic assumptions. Particularly, the notion that screen time necessitates inactivity or SB can be refuted based on the empirical literature. In addition, digital gaming as one so-called problematic screen-time behavior consists of a failed assumption that all games proffer equivalent physical affordances. We argue that these assumptions should be revisited, in which a reconceptualization of screen-time activities (with specific reference to gaming) and its link with inactivity and/or SB should be a key agenda. Within this, we introduce a conceptual model of how this may be realized, with the intention that this may offer a practical guide for researchers, and indeed for health professionals in this field.Keywords: conceptual model; gaming; physical activity; screen time; sedentary behavior
Mesh:
Year: 2017 PMID: 29243962 DOI: 10.1089/cyber.2017.0067
Source DB: PubMed Journal: Cyberpsychol Behav Soc Netw ISSN: 2152-2715