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Article: Play pattern of seated video game and active "Exergame" alternatives

TitlePlay pattern of seated video game and active "Exergame" alternatives
Authors
KeywordsChoice behavior
Gender
Physical activity
Play and play things
Video games
Issue Date2011
PublisherElsevier (Singapore) Pte Ltd. The Journal's web site is located at http://www.elsevier.com/locate/jesf/
Citation
Journal of Exercise Science and Fitness, 2011, v. 9 n. 1, p. 24-30 How to Cite?
AbstractThe purpose of the study was to compare the play pattern of " exergames" and seated internet-based video games between boys and girls. Seventy-nine participants (40 boys, 39 girls) aged 9 to 12 years (M = 10.85 ± 0.9) were involved in two 1-hour video game sessions. Play pattern in terms of frequency, duration and intensity were assessed from observation, accelerometry and heart rate monitoring. Results indicated that children spent half of the available time playing the activity-promoting exergames (XaviX bowling 47.6 ± 14.9%; XaviX J-Mat 48.8 ± 12.8%). No differences between the boys and girls were apparent for total time played, number of play bouts or duration per bout (p ≥ 0.05). Boys however played both exergames more actively than the girls (XaviX bowling RT3 counts.s -1: boys 10.47 ± 4.71, girls 6.34 ± 2.76; XaviX J-Mat RT3 counts·s -1: boys 66.37 ± 13.84, girls 51.94 ± 17.83). This study concludes that both boys and girls choose to play exergames for similar periods of time, but play style during the XaviX bowling was often inactive in the girls and during the XaviX J-Mat less active in the girls than the boys. Reasons underlying choice of play was similar between the girls and boys. Active video games appear to be suitable for longer-term physical activity interventions in children, but attention will need to be given to the intensity of game play in girls. © 2011 Chinese Taipei Society of Ultrasound in Medicine & Elsevier.
Persistent Identifierhttp://hdl.handle.net/10722/139958
ISSN
2014 Impact Factor: 0.333
2013 SCImago Journal Rankings: 0.234
References

 

DC FieldValueLanguage
dc.contributor.authorLam, JWKen_HK
dc.contributor.authorSit, CHPen_HK
dc.contributor.authorMcManus, AMen_HK
dc.date.accessioned2011-09-23T06:03:46Z-
dc.date.available2011-09-23T06:03:46Z-
dc.date.issued2011en_HK
dc.identifier.citationJournal of Exercise Science and Fitness, 2011, v. 9 n. 1, p. 24-30en_HK
dc.identifier.issn1728-869Xen_HK
dc.identifier.urihttp://hdl.handle.net/10722/139958-
dc.description.abstractThe purpose of the study was to compare the play pattern of " exergames" and seated internet-based video games between boys and girls. Seventy-nine participants (40 boys, 39 girls) aged 9 to 12 years (M = 10.85 ± 0.9) were involved in two 1-hour video game sessions. Play pattern in terms of frequency, duration and intensity were assessed from observation, accelerometry and heart rate monitoring. Results indicated that children spent half of the available time playing the activity-promoting exergames (XaviX bowling 47.6 ± 14.9%; XaviX J-Mat 48.8 ± 12.8%). No differences between the boys and girls were apparent for total time played, number of play bouts or duration per bout (p ≥ 0.05). Boys however played both exergames more actively than the girls (XaviX bowling RT3 counts.s -1: boys 10.47 ± 4.71, girls 6.34 ± 2.76; XaviX J-Mat RT3 counts·s -1: boys 66.37 ± 13.84, girls 51.94 ± 17.83). This study concludes that both boys and girls choose to play exergames for similar periods of time, but play style during the XaviX bowling was often inactive in the girls and during the XaviX J-Mat less active in the girls than the boys. Reasons underlying choice of play was similar between the girls and boys. Active video games appear to be suitable for longer-term physical activity interventions in children, but attention will need to be given to the intensity of game play in girls. © 2011 Chinese Taipei Society of Ultrasound in Medicine & Elsevier.en_HK
dc.languageengen_US
dc.publisherElsevier (Singapore) Pte Ltd. The Journal's web site is located at http://www.elsevier.com/locate/jesf/-
dc.relation.ispartofJournal of Exercise Science and Fitnessen_HK
dc.subjectChoice behavioren_HK
dc.subjectGenderen_HK
dc.subjectPhysical activityen_HK
dc.subjectPlay and play thingsen_HK
dc.subjectVideo gamesen_HK
dc.titlePlay pattern of seated video game and active "Exergame" alternativesen_HK
dc.typeArticleen_HK
dc.identifier.emailSit, CHP: sithp@hku.hken_HK
dc.identifier.emailMcManus, AM: alimac@hku.hken_HK
dc.identifier.authoritySit, CHP=rp00957en_HK
dc.identifier.authorityMcManus, AM=rp00936en_HK
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1016/S1728-869X(11)60003-8en_HK
dc.identifier.scopuseid_2-s2.0-79958065571en_HK
dc.identifier.hkuros192617en_US
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-79958065571&selection=ref&src=s&origin=recordpageen_HK
dc.identifier.volume9en_HK
dc.identifier.issue1en_HK
dc.identifier.spage24en_HK
dc.identifier.epage30en_HK
dc.publisher.placeSingapore-
dc.identifier.scopusauthoridLam, JWK=36523158400en_HK
dc.identifier.scopusauthoridSit, CHP=6602768457en_HK
dc.identifier.scopusauthoridMcManus, AM=7004635919en_HK
dc.identifier.citeulike9456033-

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