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Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels

Introduction. Interactive electronic games are popular and are believed to contribute to physical activity accrual. The purpose of this study was to examine children's electronic game use during conditions in which they had free access to selecting interactive and seated screen-based versions o...

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Detalles Bibliográficos
Autores principales: Sit, Cindy H. P., Lam, Jessica W. K., McKenzie, Thomas L.
Formato: Texto
Lenguaje:English
Publicado: Hindawi Publishing Corporation 2010
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2905688/
https://www.ncbi.nlm.nih.gov/pubmed/20652069
http://dx.doi.org/10.1155/2010/218586
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author Sit, Cindy H. P.
Lam, Jessica W. K.
McKenzie, Thomas L.
author_facet Sit, Cindy H. P.
Lam, Jessica W. K.
McKenzie, Thomas L.
author_sort Sit, Cindy H. P.
collection PubMed
description Introduction. Interactive electronic games are popular and are believed to contribute to physical activity accrual. The purpose of this study was to examine children's electronic game use during conditions in which they had free access to selecting interactive and seated screen-based versions of electronic games and during the interactive versions had free choice in making adjustments to the activity intensity. Methods. We systematically observed 60 Hong Kong primary school children during two 60-minute game sessions while simultaneously recording their game mode choices and physical activity levels using SOFIT (System for Observing Fitness Instruction Time). Results. When given free choice, children spent more than half of their available time participating in interactive versions of games. These versions of games provided significantly more moderate-to-vigorous physical activity and greater energy expenditure than the computer screen versions. Children with the opportunity to modify intensity levels spent more time playing the interactive versions and accrued more physical activity. Conclusions. The tenets of behavioral choice theory were supported. Access to new-generation interactive games, particularly those with modifiable intensity levels, may facilitate children's participation in physical activity.
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spelling pubmed-29056882010-07-22 Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels Sit, Cindy H. P. Lam, Jessica W. K. McKenzie, Thomas L. Int J Pediatr Research Article Introduction. Interactive electronic games are popular and are believed to contribute to physical activity accrual. The purpose of this study was to examine children's electronic game use during conditions in which they had free access to selecting interactive and seated screen-based versions of electronic games and during the interactive versions had free choice in making adjustments to the activity intensity. Methods. We systematically observed 60 Hong Kong primary school children during two 60-minute game sessions while simultaneously recording their game mode choices and physical activity levels using SOFIT (System for Observing Fitness Instruction Time). Results. When given free choice, children spent more than half of their available time participating in interactive versions of games. These versions of games provided significantly more moderate-to-vigorous physical activity and greater energy expenditure than the computer screen versions. Children with the opportunity to modify intensity levels spent more time playing the interactive versions and accrued more physical activity. Conclusions. The tenets of behavioral choice theory were supported. Access to new-generation interactive games, particularly those with modifiable intensity levels, may facilitate children's participation in physical activity. Hindawi Publishing Corporation 2010 2010-06-27 /pmc/articles/PMC2905688/ /pubmed/20652069 http://dx.doi.org/10.1155/2010/218586 Text en Copyright © 2010 Cindy H. P. Sit et al. https://creativecommons.org/licenses/by/3.0/ This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Research Article
Sit, Cindy H. P.
Lam, Jessica W. K.
McKenzie, Thomas L.
Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels
title Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels
title_full Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels
title_fullStr Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels
title_full_unstemmed Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels
title_short Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels
title_sort children's use of electronic games: choices of game mode and challenge levels
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2905688/
https://www.ncbi.nlm.nih.gov/pubmed/20652069
http://dx.doi.org/10.1155/2010/218586
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