• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

荷兰游戏青少年主动和非主动游戏的个人、社会和游戏相关因素:基于调查的多变量、多层次逻辑回归分析。

Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

机构信息

EMGO Institute for Health and Care Research, Department of Health Sciences, VU University Amsterdam, Amsterdam, Netherlands.

出版信息

JMIR Serious Games. 2014 Apr 4;2(1):e4. doi: 10.2196/games.3092.

DOI:10.2196/games.3092
PMID:25654657
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4307820/
Abstract

BACKGROUND

Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents.

OBJECTIVE

The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents.

METHODS

A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk.

RESULTS

Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03).

CONCLUSIONS

Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming, indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents.

摘要

背景

玩电子游戏是青少年久坐行为的主要原因。新一代的电子游戏——活跃游戏,似乎是一种替代久坐游戏的有前途的方式,可以促进身体活动,减少久坐行为。目前,青少年活跃游戏和非活跃游戏的相关因素知之甚少。

目的

本研究旨在探讨青少年活跃游戏和非活跃游戏的潜在个人、社会和游戏相关因素。

方法

通过学校招募了 353 名 12-16 岁的青少年,对他们进行了一项关于游戏行为和潜在个人、社会和游戏相关因素的调查。采用多变量、多层次逻辑回归分析,调整了青少年的人口统计学因素(年龄、性别和教育水平),以检验活跃游戏每周≥1 小时(h/wk)和非活跃游戏每周>7 h/wk 的相关因素。

结果

每周活跃游戏≥1 h/wk 与对活跃游戏的更积极态度(OR 5.3,95%CI 2.4-11.8;P<.001)、对非活跃游戏的更消极态度(OR 0.30,95%CI 0.1-0.6;P=.002)、更高的游戏习惯强度评分(OR 1.9,95%CI 1.2-3.2;P=.008)以及有兄弟姐妹(OR 6.7,95%CI 2.6-17.1;P<.001)和朋友(OR 3.4,95%CI 1.4-8.4;P=.009),他们花更多时间玩活跃游戏,以及游戏参与度略低(OR 0.95,95%CI 0.91-0.997;P=.04)有关。每周非活跃游戏>7 h/wk 与对非活跃游戏的更积极态度(OR 2.6,95%CI 1.1-6.3;P=.035)、更强的游戏习惯(OR 3.0,95%CI 1.7-5.3;P<.001)、有更多朋友花时间玩非活跃游戏(OR 3.3,95%CI 1.46-7.53;P=.004)和对非活跃游戏玩家的更积极形象(OR 2,95%CI 1.07-3.75;P=.03)有关。

结论

各种因素与每周活跃游戏≥1 h/wk 和非活跃游戏>7 h/wk 显著相关。活跃游戏与非活跃游戏的态度(消极)关系最强,其次是兄弟姐妹的观察到的活跃游戏行为和活跃游戏的态度(积极)。另一方面,非活跃游戏与朋友的观察到的非活跃游戏行为、游戏习惯强度和非活跃游戏态度(积极)关系最强。习惯强度是活跃和非活跃游戏的相关因素,表明这两种类型的游戏都是习惯性行为。尽管由于研究的局限性,应该谨慎解释这些结果,但它们确实提供了对活跃和非活跃游戏潜在相关因素的初步见解,这些因素可用于进一步研究,以及为青少年用活跃游戏替代非活跃游戏制定有效干预策略提供初步方向。

相似文献

1
Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.荷兰游戏青少年主动和非主动游戏的个人、社会和游戏相关因素:基于调查的多变量、多层次逻辑回归分析。
JMIR Serious Games. 2014 Apr 4;2(1):e4. doi: 10.2196/games.3092.
2
Active and non-active video gaming among Dutch adolescents: who plays and how much?荷兰青少年中的主动和非主动视频游戏:谁在玩以及玩多久?
J Sci Med Sport. 2014 Nov;17(6):597-601. doi: 10.1016/j.jsams.2013.10.250. Epub 2013 Nov 9.
3
Active gaming in Dutch adolescents: a descriptive study.荷兰青少年的积极游戏:一项描述性研究。
Int J Behav Nutr Phys Act. 2012 Oct 2;9:118. doi: 10.1186/1479-5868-9-118.
4
Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study.青少年中活跃视频游戏与其他能量平衡相关行为之间的关联:一项24小时回忆日记研究。
Int J Behav Nutr Phys Act. 2015 Mar 5;12:32. doi: 10.1186/s12966-015-0192-6.
5
Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.用主动式电子游戏取代非主动式电子游戏以预防青少年体重过度增加。
PLoS One. 2015 Jul 8;10(7):e0126023. doi: 10.1371/journal.pone.0126023. eCollection 2015.
6
Correlates of video games playing among adolescents in an Islamic country.伊斯兰国家青少年玩视频游戏的相关因素。
BMC Public Health. 2010 May 27;10:286. doi: 10.1186/1471-2458-10-286.
7
Dutch children and parents' views on active and non-active video gaming.荷兰儿童及家长对主动式和非主动式电子游戏的看法。
Health Promot Int. 2014 Jun;29(2):235-43. doi: 10.1093/heapro/das064. Epub 2012 Dec 2.
8
Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial.将电子竞技游戏作为预防青少年体重过度增加的工具:一项随机对照试验的基本原理、设计与方法
BMC Public Health. 2014 Mar 24;14:275. doi: 10.1186/1471-2458-14-275.
9
Adolescents' Views on Active and Non-Active Videogames: A Focus Group Study.青少年对主动和非主动电子游戏的看法:一项焦点小组研究。
Games Health J. 2012 Jun;1(3):211-8. doi: 10.1089/g4h.2011.0032. Epub 2012 Apr 27.
10
An investigation into Video Game Addiction in Pre-Adolescents and Adolescents: A Cross-Sectional Study.对青少年前期和青少年期视频游戏成瘾的调查:一项横断面研究。
Medicina (Kaunas). 2020 May 6;56(5):221. doi: 10.3390/medicina56050221.

引用本文的文献

1
Effects of game-based physical education program on enjoyment in children and adolescents: a systematic review and meta-analysis.基于游戏的体育教育计划对儿童和青少年的享受感的影响:系统评价和荟萃分析。
BMC Public Health. 2024 Feb 19;24(1):517. doi: 10.1186/s12889-024-18043-6.
2
Who Is Still Playing Pokémon Go? A Web-Based Survey.谁还在玩《宝可梦大探险》?一项基于网络的调查。
JMIR Serious Games. 2017 Apr 5;5(2):e7. doi: 10.2196/games.7197.
3
Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study.青少年中活跃视频游戏与其他能量平衡相关行为之间的关联:一项24小时回忆日记研究。
Int J Behav Nutr Phys Act. 2015 Mar 5;12:32. doi: 10.1186/s12966-015-0192-6.

本文引用的文献

1
Real Life Active Gaming Practices of 7-11-Year-Old Children.7至11岁儿童的现实生活中的主动游戏行为
Games Health J. 2013 Dec;2(6):347-53. doi: 10.1089/g4h.2013.0050. Epub 2013 Dec 10.
2
Adolescents' Views on Active and Non-Active Videogames: A Focus Group Study.青少年对主动和非主动电子游戏的看法:一项焦点小组研究。
Games Health J. 2012 Jun;1(3):211-8. doi: 10.1089/g4h.2011.0032. Epub 2012 Apr 27.
3
Active and non-active video gaming among Dutch adolescents: who plays and how much?荷兰青少年中的主动和非主动视频游戏:谁在玩以及玩多久?
J Sci Med Sport. 2014 Nov;17(6):597-601. doi: 10.1016/j.jsams.2013.10.250. Epub 2013 Nov 9.
4
Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.健身视频游戏中行为改变策略的流行程度:基于理论的内容分析
J Med Internet Res. 2013 May 7;15(5):e81. doi: 10.2196/jmir.2403.
5
Active gaming in Dutch adolescents: a descriptive study.荷兰青少年的积极游戏:一项描述性研究。
Int J Behav Nutr Phys Act. 2012 Oct 2;9:118. doi: 10.1186/1479-5868-9-118.
6
Prevalence and correlates of exergaming in youth.青少年外游戏活动的流行率及其相关因素。
Pediatrics. 2012 Nov;130(5):806-14. doi: 10.1542/peds.2012-0391. Epub 2012 Oct 1.
7
Association between TV viewing, computer use and overweight, determinants and competing activities of screen time in 4- to 13-year-old children.4 至 13 岁儿童看电视、使用电脑与超重的关系:屏幕时间的决定因素和竞争活动。
Int J Obes (Lond). 2013 Jan;37(1):47-53. doi: 10.1038/ijo.2011.244. Epub 2011 Dec 13.
8
Increase in prevalence of overweight in Dutch children and adolescents: a comparison of nationwide growth studies in 1980, 1997 and 2009.荷兰儿童和青少年超重率的增加:1980 年、1997 年和 2009 年全国性生长研究的比较。
PLoS One. 2011;6(11):e27608. doi: 10.1371/journal.pone.0027608. Epub 2011 Nov 15.
9
Active video games for youth: a systematic review.青少年积极游戏:系统评价。
J Phys Act Health. 2011 Jul;8(5):724-37. doi: 10.1123/jpah.8.5.724.
10
A systematic review and meta-analysis of applications of the Self-Report Habit Index to nutrition and physical activity behaviours.对自我报告习惯指数在营养和身体活动行为中应用的系统评价和荟萃分析。
Ann Behav Med. 2011 Oct;42(2):174-87. doi: 10.1007/s12160-011-9282-0.