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荷兰青少年的积极游戏:一项描述性研究。

Active gaming in Dutch adolescents: a descriptive study.

机构信息

Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, Netherlands.

出版信息

Int J Behav Nutr Phys Act. 2012 Oct 2;9:118. doi: 10.1186/1479-5868-9-118.

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.

摘要

背景

足够的身体活动量是健康生活方式的一部分,因此与更好的健康结果有关。对于儿童和青少年来说,身体活动指南建议每天至少进行 60 分钟的中等到剧烈强度的身体活动。然而,许多青少年的身体活动量不足,他们花很多时间在久坐的活动上(如电子游戏)。新一代需要身体运动来玩的电子游戏,即所谓的“活跃游戏”,可以增加青少年的身体活动量。玩这些游戏时的活动水平与轻到中度强度的身体活动相当。目前的研究旨在提高我们对以下方面的认识:1)定期(每周≥ 1 小时)和非定期(每周< 1 小时)玩活跃游戏的青少年的人口统计学特征;2)玩活跃游戏的时间;3)活跃游戏对日常身体活动的贡献;4)被活跃游戏取代的活动类型和数量。

方法

在荷兰互联网面板中进行了一项横断面调查,同时询问了青少年及其父母的情况。随机选择了 320 个家庭(按父母和青少年的性别、青少年的年龄和家庭所在地区进行分层),这些家庭拥有游戏机或活跃视频游戏的应用程序,并且有 12 至 16 岁的孩子。201 对亲子夫妇(63%的回应率)完成了一项互联网调查,其中包括关于人口统计学、身体活动和久坐行为以及游戏行为的问题。该问卷还包含了评估活跃游戏是否以及如何替代其他活动的问题。除了描述性分析外,还使用独立 t 检验、皮尔逊卡方检验和曼-惠特尼检验(当数据不符合正态分布时)比较了定期(n = 65)和非定期活跃游戏者(n = 114)之间的差异。家中有活跃游戏的青少年中,有 11%的青少年从不使用该游戏。定期(n = 65)和非定期活跃游戏者(n = 114)之间的性别、青少年和父母的教育水平、种族和久坐行为没有显著差异。青少年(定期和非定期活跃游戏者)每周花在活跃游戏上的时间为 80(± 136)分钟;这可能占总身体活动的 11%。当将活跃游戏所花费的时间纳入身体活动指南的计算中时,百分比显著增加(p < 0.05),从 67%增加到 73%。根据青少年的说法,活跃游戏主要取代了久坐的屏幕时间,如看电视、上网和非活跃游戏。家长的意见也同意这种评估。

结论

本研究的结果证实了活跃游戏可能有助于青少年养成积极的生活方式的观点,主要是因为它可能大大增加了他们花在身体活动上的时间。其次,活跃游戏者表示,他们会把时间花在活跃游戏上,而不是花在其他不那么活跃的活动上。

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