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Factors Associated with Sustained Exergaming: Longitudinal Investigation

BACKGROUND: 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 e...

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Autores principales: O'Loughlin, Erin Kathleen, Barnett, Tracie A, McGrath, Jennifer J, Consalvo, Mia, Kakinami, Lisa
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6786850/
https://www.ncbi.nlm.nih.gov/pubmed/31368440
http://dx.doi.org/10.2196/13335
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author O'Loughlin, Erin Kathleen
Barnett, Tracie A
McGrath, Jennifer J
Consalvo, Mia
Kakinami, Lisa
author_facet O'Loughlin, Erin Kathleen
Barnett, Tracie A
McGrath, Jennifer J
Consalvo, Mia
Kakinami, Lisa
author_sort O'Loughlin, Erin Kathleen
collection PubMed
description BACKGROUND: 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. OBJECTIVE: The objectives of this study were to describe the frequency, correlates, and predictors of sustained exergaming. METHODS: 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. RESULTS: 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. CONCLUSIONS: 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.
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spelling pubmed-67868502019-11-18 Factors Associated with Sustained Exergaming: Longitudinal Investigation O'Loughlin, Erin Kathleen Barnett, Tracie A McGrath, Jennifer J Consalvo, Mia Kakinami, Lisa JMIR Serious Games Original Paper BACKGROUND: 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. OBJECTIVE: The objectives of this study were to describe the frequency, correlates, and predictors of sustained exergaming. METHODS: 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. RESULTS: 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. CONCLUSIONS: 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. JMIR Publications 2019-07-31 /pmc/articles/PMC6786850/ /pubmed/31368440 http://dx.doi.org/10.2196/13335 Text en ©Erin Kathleen O'Loughlin, Tracie A Barnett, Jennifer J McGrath, Mia Consalvo, Lisa Kakinami. Originally published in JMIR Serious Games (http://games.jmir.org), 31.07.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
O'Loughlin, Erin Kathleen
Barnett, Tracie A
McGrath, Jennifer J
Consalvo, Mia
Kakinami, Lisa
Factors Associated with Sustained Exergaming: Longitudinal Investigation
title Factors Associated with Sustained Exergaming: Longitudinal Investigation
title_full Factors Associated with Sustained Exergaming: Longitudinal Investigation
title_fullStr Factors Associated with Sustained Exergaming: Longitudinal Investigation
title_full_unstemmed Factors Associated with Sustained Exergaming: Longitudinal Investigation
title_short Factors Associated with Sustained Exergaming: Longitudinal Investigation
title_sort factors associated with sustained exergaming: longitudinal investigation
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6786850/
https://www.ncbi.nlm.nih.gov/pubmed/31368440
http://dx.doi.org/10.2196/13335
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