Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?

Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to...

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Main Authors: Simon Fullerton, Anne W. Taylor, Eleonora Dal Grande, Narelle Berry
Format: Article
Language:English
Published: Wiley 2014-01-01
Series:Journal of Obesity
Online Access:http://dx.doi.org/10.1155/2014/287013
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author Simon Fullerton
Anne W. Taylor
Eleonora Dal Grande
Narelle Berry
author_facet Simon Fullerton
Anne W. Taylor
Eleonora Dal Grande
Narelle Berry
author_sort Simon Fullerton
collection DOAJ
description Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n=2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned. Results. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children’s video game time. Conclusions. A substantial proportion of time that would usually be classified as “sedentary” may actually be spent participating in light to moderate physical activity.
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spelling doaj-art-0132795936ce494f8c29827691b6b5cb2025-02-03T01:24:28ZengWileyJournal of Obesity2090-07082090-07162014-01-01201410.1155/2014/287013287013Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?Simon Fullerton0Anne W. Taylor1Eleonora Dal Grande2Narelle Berry3Population Research and Outcome Studies, Department of Medicine, University of Adelaide, Level 3, 122 Frome Street, Adelaide, SA 5000, AustraliaPopulation Research and Outcome Studies, Department of Medicine, University of Adelaide, Level 3, 122 Frome Street, Adelaide, SA 5000, AustraliaPopulation Research and Outcome Studies, Department of Medicine, University of Adelaide, Level 3, 122 Frome Street, Adelaide, SA 5000, AustraliaDivision of Health Sciences, University of South Australia, Adelaide, SA 5000, AustraliaBackground. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n=2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned. Results. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children’s video game time. Conclusions. A substantial proportion of time that would usually be classified as “sedentary” may actually be spent participating in light to moderate physical activity.http://dx.doi.org/10.1155/2014/287013
spellingShingle Simon Fullerton
Anne W. Taylor
Eleonora Dal Grande
Narelle Berry
Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
Journal of Obesity
title Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_full Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_fullStr Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_full_unstemmed Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_short Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
title_sort measuring physical inactivity do current measures provide an accurate view of sedentary video game time
url http://dx.doi.org/10.1155/2014/287013
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