Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents:survey-based multivariable, multilevel logistic regression analyses

BACKGROUND: Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. OBJECTIVE: The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. METHODS: A survey assessing game behavior and potential personal, social, and game-relate... Mehr ...

Verfasser: Simons, M.
de Vet, E.W.M.L.
Chinapaw, Mai Jm
de Boer, Michiel
Seidell, Jacob C
Brug, Johannes
Dokumenttyp: Artikel
Erscheinungsdatum: 2014
Reihe/Periodikum: Simons , M , de Vet , E W M L , Chinapaw , M J , de Boer , M , Seidell , J C & Brug , J 2014 , ' Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents : survey-based multivariable, multilevel logistic regression analyses ' , JMIR Serious Games , vol. 2 , no. 1 , e4 . https://doi.org/10.2196/games.3092
Schlagwörter: Journal Article
Sprache: Englisch
Permalink: https://search.fid-benelux.de/Record/base-27462245
Datenquelle: BASE; Originalkatalog
Powered By: BASE
Link(s) : https://research.vu.nl/en/publications/2f2022c1-5595-42d2-9e8b-6073d30664ac

BACKGROUND: Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. OBJECTIVE: The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. METHODS: A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. RESULTS: Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). CONCLUSIONS: Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with ...