EMGO Institute for Health and Care Research, Department of Health Sciences, VU University Amsterdam, Amsterdam, Netherlands.
JMIR Serious Games. 2014 Apr 4;2(1):e4. doi: 10.2196/games.3092.
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.
The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents.
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.
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).
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.
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。
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。
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。
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。
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。