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Article: Direct observation of children’s preferences and activity levels during interactive and on-line electronic games

TitleDirect observation of children’s preferences and activity levels during interactive and on-line electronic games
Authors
Issue Date2010
PublisherHuman Kinetics. The Journal's web site is located at http://www.humankinetics.com/JPAH
Citation
Journal of Physical Activity & Health, 2010, v. 7 n. 4, p. 484-489 How to Cite?
AbstractBACKGROUND: Interactive electronic games have recently been popularized and are believed to help promote children's physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls. METHODS: Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game. RESULTS: Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively. CONCLUSIONS: New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.
Persistent Identifierhttp://hdl.handle.net/10722/125666
ISSN
2015 Impact Factor: 1.884
2015 SCImago Journal Rankings: 0.905
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorSit, CHPen_HK
dc.contributor.authorLam, JWKen_HK
dc.contributor.authorMcKenzie, TLen_HK
dc.date.accessioned2010-10-31T11:44:45Z-
dc.date.available2010-10-31T11:44:45Z-
dc.date.issued2010en_HK
dc.identifier.citationJournal of Physical Activity & Health, 2010, v. 7 n. 4, p. 484-489en_HK
dc.identifier.issn1543-3080-
dc.identifier.urihttp://hdl.handle.net/10722/125666-
dc.description.abstractBACKGROUND: Interactive electronic games have recently been popularized and are believed to help promote children's physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls. METHODS: Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game. RESULTS: Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively. CONCLUSIONS: New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.-
dc.languageengen_HK
dc.publisherHuman Kinetics. The Journal's web site is located at http://www.humankinetics.com/JPAH-
dc.relation.ispartofJournal of Physical Activity & Healthen_HK
dc.rightsCreative Commons: Attribution 3.0 Hong Kong License-
dc.subject.meshChild-
dc.subject.meshChoice Behavior-
dc.subject.meshExercise-
dc.subject.meshFemale-
dc.subject.meshVideo Games-
dc.titleDirect observation of children’s preferences and activity levels during interactive and on-line electronic gamesen_HK
dc.typeArticleen_HK
dc.identifier.openurlhttp://library.hku.hk:4550/resserv?sid=HKU:IR&issn=1543-3080&volume=7&issue=4&spage=484&epage=489&date=2010&atitle=Direct+observation+of+children’s+preferences+and+activity+levels+during+interactive+and+on-line+electronic+games-
dc.identifier.emailSit, HP: sithp@hku.hken_HK
dc.identifier.authoritySit, HP=rp00957en_HK
dc.description.naturepublished_or_final_version-
dc.identifier.pmid20683090-
dc.identifier.hkuros173872en_HK
dc.identifier.volume7en_HK
dc.identifier.issue4-
dc.identifier.spage484en_HK
dc.identifier.epage489en_HK
dc.identifier.isiWOS:000280445000009-

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