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Updated: Jun 16, 2026

Visualization of Intensity Levels to Reduce the Gap Between Self-Reported and Directly Measured Physical Activity
Published on: March 7, 2019
Perceived physical literacy, self-reported physical activity, and sports video gaming among university students: a
Wai Keung Ho1,2, Jaime Barratt3, Siu Ming Choi4
1Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China.
Abstract:
Sports video gaming (SVG) is a popular form of digital engagement among young adults, yet its associations with physical literacy (PL), sport motivation, and physical activity (PA) remain unclear. This study examined the relationships between SVG engagement, perceived PL, sport motivation, and self-reported PA among university students, and tested whether these associations differed by sex. A cross-sectional survey was conducted among 1797 students (850 males, 947 females). Multiple linear regression analyses examined associations between SVG engagement and perceived PL, autonomous motivation, and moderate- and vigorous-intensity PA, adjusting for age, general (non-sports) video gaming time, and sedentary behavior. SVG engagement was positively associated with perceived PL, autonomous motivation, and both moderate- and vigorous-intensity PA, independent of covariates. In contrast, general video gaming showed negative or null associations with PL-related outcomes. Although males reported higher SVG engagement, sex did not moderate the associations between SVG engagement and PL or PA. These findings support a refined, genre-specific perspective on digital gaming and highlight SVG as a form of digital engagement aligned with favorable PA-related outcomes among university students.
