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Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study

BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not oth...

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Detalles Bibliográficos
Autores principales: Simons, Monique, Chinapaw, Mai JM, Brug, Johannes, Seidell, Jaap, de Vet, Emely
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4359402/
https://www.ncbi.nlm.nih.gov/pubmed/25889743
http://dx.doi.org/10.1186/s12966-015-0192-6
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author Simons, Monique
Chinapaw, Mai JM
Brug, Johannes
Seidell, Jaap
de Vet, Emely
author_facet Simons, Monique
Chinapaw, Mai JM
Brug, Johannes
Seidell, Jaap
de Vet, Emely
author_sort Simons, Monique
collection PubMed
description BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study therefore examines the association between active video gaming and other energy-balance-related behaviours (EBRBs). FINDINGS: Adolescents (12–16 years) with access to an active video game and who reported to spend at least one hour per week in active video gaming were invited to participate in the study. They were asked to complete electronic 24-hour recall diaries on five randomly assigned weekdays and two randomly assigned weekend-days in a one-month period, reporting on time spent playing active and non-active video games and on other EBRBs. Findings indicated that adolescents who reported playing active video games on assessed days also reported spending more time playing non-active video games (Median = 23.6, IQR = 56.8 minutes per week) compared to adolescents who did not report playing active video games on assessed days (Median = 10.0, IQR = 51.3 minutes per week, P < 0.001 (Mann Whitney test)). No differences between these groups were found in other EBRBs. Among those who played active video games on assessed days, active video game time was positively yet weakly associated with TV/DVD time and snack consumption. Active video game time was not significantly associated with other activities and sugar-sweetened beverages intake. CONCLUSIONS: The results suggest that it is unlikely that time spent by adolescents in playing active video games replaces time spent in other physically active behaviours or sedentary activities. Spending more time playing active video games does seem to be associated with a small, but significant increase in intake of snacks. This suggests that interventions aimed at increasing time spent on active video gaming, may have unexpected side effects, thus warranting caution. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1186/s12966-015-0192-6) contains supplementary material, which is available to authorized users.
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spelling pubmed-43594022015-03-15 Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study Simons, Monique Chinapaw, Mai JM Brug, Johannes Seidell, Jaap de Vet, Emely Int J Behav Nutr Phys Act Short Paper BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study therefore examines the association between active video gaming and other energy-balance-related behaviours (EBRBs). FINDINGS: Adolescents (12–16 years) with access to an active video game and who reported to spend at least one hour per week in active video gaming were invited to participate in the study. They were asked to complete electronic 24-hour recall diaries on five randomly assigned weekdays and two randomly assigned weekend-days in a one-month period, reporting on time spent playing active and non-active video games and on other EBRBs. Findings indicated that adolescents who reported playing active video games on assessed days also reported spending more time playing non-active video games (Median = 23.6, IQR = 56.8 minutes per week) compared to adolescents who did not report playing active video games on assessed days (Median = 10.0, IQR = 51.3 minutes per week, P < 0.001 (Mann Whitney test)). No differences between these groups were found in other EBRBs. Among those who played active video games on assessed days, active video game time was positively yet weakly associated with TV/DVD time and snack consumption. Active video game time was not significantly associated with other activities and sugar-sweetened beverages intake. CONCLUSIONS: The results suggest that it is unlikely that time spent by adolescents in playing active video games replaces time spent in other physically active behaviours or sedentary activities. Spending more time playing active video games does seem to be associated with a small, but significant increase in intake of snacks. This suggests that interventions aimed at increasing time spent on active video gaming, may have unexpected side effects, thus warranting caution. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1186/s12966-015-0192-6) contains supplementary material, which is available to authorized users. BioMed Central 2015-03-05 /pmc/articles/PMC4359402/ /pubmed/25889743 http://dx.doi.org/10.1186/s12966-015-0192-6 Text en © Simons et al.; licensee BioMed Central. 2015 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Short Paper
Simons, Monique
Chinapaw, Mai JM
Brug, Johannes
Seidell, Jaap
de Vet, Emely
Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study
title Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study
title_full Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study
title_fullStr Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study
title_full_unstemmed Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study
title_short Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study
title_sort associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study
topic Short Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4359402/
https://www.ncbi.nlm.nih.gov/pubmed/25889743
http://dx.doi.org/10.1186/s12966-015-0192-6
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