Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Conduct Disorder01:28

Conduct Disorder

Conduct disorder is a complex mental health diagnosis characterized by a repetitive and persistent pattern of behavior that violates societal norms, the rights of others, or age-appropriate rules. The diagnostic criteria for conduct disorder require the presence of at least three problematic behaviors within the past 12 months, with at least one occurring in the past six months. These behaviors are grouped into four categories: aggression toward people and animals; destruction of property;...

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Exploring the Receptivity and Feasibility of Just-In-Time Support for Healthy Food Choices: Mixed-Method Insights for Adaptive Intervention Development.

Current developments in nutrition·2026
Same author

Urban neighborhood factors influencing adolescent health and well-being: A qualitative study among adolescent boys in the city of Utrecht, the Netherlands.

Health & place·2025
Same author

Perceived Barriers and Facilitators Regarding the Implementation of Gamification to Promote Physical Activity in the Neighborhood: Interview Study Among Intermediaries.

JMIR serious games·2024
Same author

Creating a healthy and sustainable food environment to promote plant-based food consumption: clear barriers and a gradual transition.

BMC public health·2024
Same author

Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies.

JMIR mHealth and uHealth·2023
Same author

Just-in-Time Prompts for Running, Walking, and Performing Strength Exercises in the Built Environment: 4-Week Randomized Feasibility Study.

JMIR formative research·2022

Related Experiment Video

Updated: May 18, 2026

Measuring Cardiac Autonomic Nervous System (ANS) Activity in Children
09:45

Measuring Cardiac Autonomic Nervous System (ANS) Activity in Children

Published on: April 29, 2013

Active gaming in Dutch adolescents: a descriptive study.

Monique Simons1, Claire Bernaards, Jantine Slinger

  • 1Body@Work, Research Center Physical Activity, Work and Health, TNO- VU/VUmc, VU University Medical Center, Amsterdam, Netherlands. Monique.Simons@tno.nl

The International Journal of Behavioral Nutrition and Physical Activity
|October 4, 2012
PubMed
Summary

Active gaming can help adolescents meet daily physical activity guidelines by contributing significantly to their exercise time. This form of gaming often replaces sedentary screen time, promoting a more active lifestyle.

More Related Videos

Measuring Engagement of Spectators of Social Digital Games
14:02

Measuring Engagement of Spectators of Social Digital Games

Published on: July 3, 2021

Transcranial Direct Current Stimulation for Online Gamers
06:01

Transcranial Direct Current Stimulation for Online Gamers

Published on: November 9, 2019

Related Experiment Videos

Last Updated: May 18, 2026

Measuring Cardiac Autonomic Nervous System (ANS) Activity in Children
09:45

Measuring Cardiac Autonomic Nervous System (ANS) Activity in Children

Published on: April 29, 2013

Measuring Engagement of Spectators of Social Digital Games
14:02

Measuring Engagement of Spectators of Social Digital Games

Published on: July 3, 2021

Transcranial Direct Current Stimulation for Online Gamers
06:01

Transcranial Direct Current Stimulation for Online Gamers

Published on: November 9, 2019

Area of Science:

  • Adolescent Health
  • Physical Activity and Sedentary Behavior
  • Digital Health and Gaming

Background:

  • Adolescents often fail to meet recommended daily physical activity levels, engaging in excessive sedentary behaviors like non-active video gaming.
  • Active video games, which require physical movement, present a potential avenue to increase physical activity among adolescents.
  • Understanding the characteristics of active gamers and the impact of active gaming on overall physical activity is crucial.

Purpose of the Study:

  • To identify demographic differences between regular and non-regular adolescent active gamers.
  • To quantify the time adolescents spend playing active games.
  • To assess the contribution of active gaming to daily physical activity and determine which activities it replaces.

Main Methods:

  • A cross-sectional survey was administered to 201 Dutch adolescent-parent couples from households with active gaming consoles.
  • Data collected included demographics, physical activity levels, sedentary behavior, and gaming habits.
  • Statistical analyses, including t-tests and chi-square tests, compared regular and non-regular active gamers.

Main Results:

  • No significant demographic differences were found between regular and non-regular active gamers.
  • Adolescents spent an average of 80 minutes per week on active gaming, potentially accounting for 11% of their total physical activity.
  • Inclusion of active gaming increased the percentage of adolescents meeting physical activity guidelines from 67% to 73% (p < 0.05).
  • Adolescents reported that active gaming primarily replaced other sedentary screen time activities, such as TV viewing and non-active gaming.

Conclusions:

  • Active gaming shows potential to contribute to an active lifestyle in adolescents by increasing overall physical activity.
  • Active gaming appears to displace less active behaviors, suggesting a positive shift in activity patterns.