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

Authors :
Simons, Monique
Chinapaw, Mai J M
Brug, Johannes
Seidell, Jaap
de Vet, Emely
SGPL Stadsgeografie
Social Urban Transitions
SGPL Stadsgeografie
Social Urban Transitions
EMGO+ - Lifestyle, Overweight and Diabetes
Health Economics and Health Technology Assessment
Health Sciences
Public and occupational health
Epidemiology and Data Science
EMGO - Lifestyle, overweight and diabetes
Source :
The International Journal of Behavioral Nutrition and Physical Activity, simons, M, Chin A Paw, M J M, Brug, J, Seidell, J C & de Vet, E W M L 2015, ' Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study ', International Journal of Behavioral Nutrition and Physical Activity, vol. 12, 32 . https://doi.org/10.1186/s12966-015-0192, International journal of behavioral nutrition and physical activity 12 (2015), simons, M, Chin A Paw, M J M, Brug, J, Seidell, J C & de Vet, E W M L 2015, ' Associations between active video gaming and other energy-balance related behaviours in adolescents : a 24-hour recall diary study ', International Journal of Behavioral Nutrition and Physical Activity, vol. 12, 32, pp. 1-6 . https://doi.org/10.1186/s12966-015-0192-6, The International Journal of Behavioral Nutrition and Physical Activity, 12(32). BioMed Central, International Journal of Behavioral Nutrition and Physical Activity, 12:32, 1-6. BioMed Central, International Journal of Behavioral Nutrition and Physical Activity, 12, International Journal of Behavioral Nutrition and Physical Activity, 12:32. BioMed Central, International journal of behavioral nutrition and physical activity, 12
Publication Year :
2015
Publisher :
BioMed Central, 2015.

Abstract

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

Details

Language :
English
ISSN :
14795868
Volume :
12
Database :
OpenAIRE
Journal :
The International Journal of Behavioral Nutrition and Physical Activity
Accession number :
edsair.doi.dedup.....2b53a9fa54bc2f203528782cf9cd49fe