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荷兰儿童及家长对主动式和非主动式电子游戏的看法。

Dutch children and parents' views on active and non-active video gaming.

作者信息

De Vet Emely, Simons Monique, Wesselman Maarten

机构信息

*Corresponding author. E-mail:

出版信息

Health Promot Int. 2014 Jun;29(2):235-43. doi: 10.1093/heapro/das064. Epub 2012 Dec 2.

Abstract

Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-active video games are explored among 8- to 12-year-old children and their parents. Six qualitative, semi-structured focus groups were held with 8- to 12-year-old children (n = 46) and four with their parents (n = 19) at three different primary schools in The Netherlands. The focus groups with children discussed game preferences, gaming context and perceived game-related parenting. The focus groups with parents addressed considerations in purchasing video games, perceived positive and negative consequences of gaming, and game-related parenting. Both children and their parents were very positive about active video games and preferred active games over non-active games. Active video games were considered more social than non-active video games, and active games were played more often together with friends and family than non-active video games. Parenting practices did not differ for active and non-active video games, although some parents were less strict regarding active games. Two conditions for practical implementation were met: children enjoyed active video games, and parents were willing to buy active video games. Active video games were preferred to non-active video games, illustrating that using active video games is a promising health promotion tool to reduce sedentary pastime in youth.

摘要

需要全身运动来玩的主动式电子游戏可能是一种创新的健康促进工具,可用更活跃的时间替代久坐不动的消遣方式,因此可能对儿童健康有益。为了制定通过用主动式游戏取代非主动式游戏来减少久坐行为的策略,我们在8至12岁的儿童及其父母中探讨了他们对主动式和非主动式电子游戏的看法。在荷兰的三所不同小学,我们与8至12岁的儿童(n = 46)举行了6次定性、半结构化焦点小组讨论,与他们的父母(n = 19)举行了4次。与儿童进行的焦点小组讨论了游戏偏好、游戏环境以及与游戏相关的家长教育方式。与家长进行的焦点小组讨论了购买电子游戏时的考虑因素、游戏的感知积极和消极后果以及与游戏相关的家长教育方式。儿童及其父母对主动式电子游戏都非常积极,并且比起非主动式游戏更喜欢主动式游戏。主动式电子游戏被认为比非主动式电子游戏更具社交性,并且主动式游戏比起非主动式游戏更常与朋友和家人一起玩。对于主动式和非主动式电子游戏,家长教育方式没有差异,尽管一些家长对主动式游戏要求没那么严格。满足了实际实施的两个条件:儿童喜欢主动式电子游戏,并且家长愿意购买主动式电子游戏。比起非主动式电子游戏,主动式电子游戏更受青睐,这表明使用主动式电子游戏是减少青少年久坐消遣的一种有前景的健康促进工具。

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