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Updated: Apr 6, 2026

Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
Adolescents' Views on Active and Non-Active Videogames: A Focus Group Study
Monique Simons1,2,3, Emely de Vet1, Sjoukje Hoornstra1
11 Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam , Amsterdam, The Netherlands .
Active video games offer a way to reduce sedentary behavior in adolescents. While generally positive, active games need improvements in quality and diversity to match non-active games for broader appeal.
Area of Science:
- Adolescent Health
- Behavioral Science
- Game Studies
Background:
- Sedentary behavior is a significant health concern for adolescents.
- Active video games (AVGs) present a potential intervention to increase physical activity.
- Understanding adolescent perceptions of AVGs is crucial for effective implementation.
Purpose of the Study:
- To explore adolescent perceptions and contexts of active and non-active gaming.
- To inform strategies for reducing sedentary behavior through active gaming.
Main Methods:
- Six focus groups were conducted with adolescents aged 12-16.
- A semistructured interview guide explored gaming perceptions and contexts.
Main Results:
- Adolescents expressed positive attitudes towards AVGs, particularly their social aspects.
- Non-active games were preferred for superior controls and greater diversity.
- AVGs were mainly played during social gatherings; home restrictions on gaming were minimal.
Conclusions:
- AVGs show potential for reducing sedentary behavior in adolescent home settings.
- Enhancing the quality, diversity, and sustainability of AVGs is necessary to increase their appeal compared to non-active games.
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