O'Loughlin Erin Kathleen, Barnett Tracie A, McGrath Jennifer J, Consalvo Mia, Kakinami Lisa
Concordia University, Montreal, QC, Canada.
Centre de Recherche du Centre Hospitalier de l'Université de Montréal, Montreal, QC, Canada.
JMIR Serious Games. 2019 Jul 31;7(2):e13335. doi: 10.2196/13335.
Exergaming is technology-driven physical activity (PA) which, unlike traditional video game play, requires that participants be physically active to play the game. Exergaming may have potential to increase PA and decrease sedentary behavior in youth, but little is known about sustained exergaming.
The objectives of this study were to describe the frequency, correlates, and predictors of sustained exergaming.
Data were available in AdoQuest (2005-11), a longitudinal investigation of 1843 grade 5 students in Montréal, Canada. This analysis used data from grade 9 (2008-09) and 11 (2010-11). Participants at Time 1 (T1; mean age 14 years, SD 0.8 ) who reported past-week exergaming (n=186, 19.1% of AdoQuest sample) completed mailed self-report questionnaires at Time 2 (T2; mean age 16 years, SD 0.8). Independent sociodemographic, psychological, and behavioral correlates (from T2)/predictors (from T1 or earlier) were identified using multivariable logistic regression.
Of 186 exergamers at T1, 81 (44%) reported exergaming at T2. Being female and having higher introjected regulation (ie, a type of PA motivation indicative of internalizing PA as a behavior) were independent correlates. None of the predictors investigated were associated with sustained exergaming.
Almost half of grade 9 exergamers sustained exergaming for 2 years. Exergaming may be a viable approach to help adolescents engage in and sustain PA during adolescence. Sex and PA motivation may be important in the sustainability of exergaming.
运动游戏是由技术驱动的身体活动(PA),与传统电子游戏玩法不同,它要求参与者在玩游戏时进行身体活动。运动游戏可能有潜力增加青少年的身体活动并减少久坐行为,但对于持续进行运动游戏却知之甚少。
本研究的目的是描述持续进行运动游戏的频率、相关因素和预测因素。
数据来自AdoQuest(2005 - 2011年),这是一项对加拿大蒙特利尔1843名五年级学生的纵向调查。本分析使用了九年级(2008 - 2009年)和十一年级(2010 - 2011年)的数据。在时间1(T1;平均年龄14岁,标准差0.8)报告过去一周进行过运动游戏的参与者(n = 186,占AdoQuest样本的19.1%)在时间2(T2;平均年龄16岁,标准差0.8)完成了邮寄的自我报告问卷。使用多变量逻辑回归确定独立的社会人口统计学、心理和行为相关因素(来自T2)/预测因素(来自T1或更早)。
在T1的186名运动游戏参与者中,81名(44%)在T2报告仍在进行运动游戏。女性以及具有较高的内摄调节(即一种表明将身体活动内化为一种行为的身体活动动机类型)是独立的相关因素。所研究的预测因素均与持续进行运动游戏无关。
几乎一半的九年级运动游戏参与者持续进行运动游戏达两年。运动游戏可能是帮助青少年在青春期参与并维持身体活动的一种可行方法。性别和身体活动动机可能对运动游戏的持续性很重要。