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Published on: July 3, 2021
Active and non-active video gaming among Dutch adolescents: who plays and how much?
Monique Simons1, Emely de Vet2, Johannes Brug3
1Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, The Netherlands; TNO, Expertise Centre Life Style, Leiden, The Netherlands; Body@Work, Research Center PA, Work and Health, TNO-VU/VUmc, VU University Medical Center, Amsterdam, The Netherlands.
Objectives:
The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents.
Design:
Cross-sectional.
Methods:
A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demographic correlates of active gaming (≥ 1 h per week) and non-active gaming (>7h per week).
Results:
Of all participants (n=373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gaming adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9)min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5)min. Non-active gaming adolescents played on average on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0)min and 1.4 (sd = 0.65) days per weekend for 80 (sd = 50.8)min. Adolescents attending lower levels of education were more likely to play active games ≥ 1 h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games >7h per week, than girls or younger adolescents.
Conclusions:
Many adolescents play active games, especially those following a lower educational level, but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming.
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