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Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?

Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to...

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Detalles Bibliográficos
Autores principales: Fullerton, Simon, Taylor, Anne W., Dal Grande, Eleonora, Berry, Narelle
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Hindawi Publishing Corporation 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4066947/
https://www.ncbi.nlm.nih.gov/pubmed/25002974
http://dx.doi.org/10.1155/2014/287013
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author Fullerton, Simon
Taylor, Anne W.
Dal Grande, Eleonora
Berry, Narelle
author_facet Fullerton, Simon
Taylor, Anne W.
Dal Grande, Eleonora
Berry, Narelle
author_sort Fullerton, Simon
collection PubMed
description Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n = 2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned. Results. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children's video game time. Conclusions. A substantial proportion of time that would usually be classified as “sedentary” may actually be spent participating in light to moderate physical activity.
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spelling pubmed-40669472014-07-07 Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time? Fullerton, Simon Taylor, Anne W. Dal Grande, Eleonora Berry, Narelle J Obes Research Article Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n = 2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned. Results. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children's video game time. Conclusions. A substantial proportion of time that would usually be classified as “sedentary” may actually be spent participating in light to moderate physical activity. Hindawi Publishing Corporation 2014 2014-06-04 /pmc/articles/PMC4066947/ /pubmed/25002974 http://dx.doi.org/10.1155/2014/287013 Text en Copyright © 2014 Simon Fullerton 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
Fullerton, Simon
Taylor, Anne W.
Dal Grande, Eleonora
Berry, Narelle
Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_full Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_fullStr Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_full_unstemmed Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_short Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_sort measuring physical inactivity: do current measures provide an accurate view of “sedentary” video game time?
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4066947/
https://www.ncbi.nlm.nih.gov/pubmed/25002974
http://dx.doi.org/10.1155/2014/287013
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