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Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study
- 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
- Subjects :
- Male
Psychological intervention
Medicine (miscellaneous)
WASS
Associations
LS - Life Style
computer.software_genre
Adolescents
Body Weight Maintenance
Life
Weight management
Non-U.S. Gov't
Nutrition and Dietetics
Multimedia
Research Support, Non-U.S. Gov't
Health
Snacks
Beverages
Sedentary Lifestyle
Active video games
Female
Television
Psychology
Healthy Living
Video gaming
medicine.medical_specialty
Strategic Communication
Adolescent
Physical activity
Behavioural sciences
Physical Therapy, Sports Therapy and Rehabilitation
Strategische Communicatie
Research Support
Health behaviours
medicine
Journal Article
Short Paper
Humans
SDG 7 - Affordable and Clean Energy
Obesity
Video game
Exercise
Sedentary lifestyle
Recall
Sedentary behaviour
Video Games
Adolescent Behavior
Mental Recall
Physical therapy
Recreation
Energy intake
ELSS - Earth, Life and Social Sciences
Healthy for Life
Sedentary Behavior
Energy Metabolism
computer
human activities
Subjects
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