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Reconceptualizing the Link Between Screen Time When Gaming with Physical Activity and Sedentary Behavior
1Department of Psychology, Edge Hill University , Ormskirk, United Kingdom .
Cyberpsychology, Behavior and Social Networking
|December 16, 2017
Summary
Screen time, including computer gaming, is often wrongly blamed for sedentary behavior (SB). Research shows screen activities don't always mean inactivity, and not all digital games involve the same physical engagement.
Area of Science:
- Public Health
- Behavioral Science
- Digital Media Studies
Background:
- Sedentary behavior (SB) is a public health concern, with screen time frequently implicated.
- Current assumptions link screen time directly to inactivity, overlooking nuances in digital activities.
- Computer gaming is often singled out as a problematic screen-time behavior.
Purpose of the Study:
- To challenge problematic assumptions about screen time and sedentary behavior.
- To reconceptualize the relationship between screen-time activities, particularly digital gaming, and physical inactivity.
- To introduce a conceptual model for understanding screen time's link to SB.
Main Methods:
- Critically review empirical literature on screen time and physical activity.
- Analyze the assumptions underlying the link between digital gaming and sedentary behavior.
- Develop a conceptual model to guide future research and practice.
Main Results:
- Empirical evidence refutes the notion that all screen time necessitates inactivity or SB.
- The assumption of uniform physical affordances across all digital games is flawed.
- A reconceptualization of screen-time activities and their association with SB is needed.
Conclusions:
- The simplistic link between screen time and sedentary behavior requires re-evaluation.
- Digital gaming's impact on physical activity is diverse and depends on game-specific affordances.
- A new conceptual model is proposed to guide health professionals and researchers in assessing screen time's role in SB.

