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

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TitlePlay pattern of seated video game and active "Exergame" alternatives
AuthorsLam, JWK1
Sit, CHP1
McManus, AM1
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/
CitationJournal of Exercise Science and Fitness, 2011, v. 9 n. 1, p. 24-30 [How to Cite?]
DOI: http://dx.doi.org/10.1016/S1728-869X(11)60003-8
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.
ISSN1728-869X
2011 Impact Factor: 0.512
2011 SCImago Journal Rankings: 0.033
DOIhttp://dx.doi.org/10.1016/S1728-869X(11)60003-8
ReferencesReferences in Scopus
DC Field
Value
dc.contributor.authorLam, JWK
dc.contributor.authorSit, CHP
dc.contributor.authorMcManus, AM
dc.date.accessioned2011-09-23T06:03:46Z
dc.date.available2011-09-23T06:03:46Z
dc.date.issued2011
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.
dc.description.natureLink_to_subscribed_fulltext
dc.identifier.citationJournal of Exercise Science and Fitness, 2011, v. 9 n. 1, p. 24-30 [How to Cite?]
DOI: http://dx.doi.org/10.1016/S1728-869X(11)60003-8
dc.identifier.citeulike9456033
dc.identifier.doihttp://dx.doi.org/10.1016/S1728-869X(11)60003-8
dc.identifier.epage30
dc.identifier.hkuros192617
dc.identifier.issn1728-869X
2011 Impact Factor: 0.512
2011 SCImago Journal Rankings: 0.033
dc.identifier.issue1
dc.identifier.scopuseid_2-s2.0-79958065571
dc.identifier.spage24
dc.identifier.urihttp://hdl.handle.net/10722/139958
dc.identifier.volume9
dc.languageeng
dc.publisherElsevier (Singapore) Pte Ltd. The Journal's web site is located at http://www.elsevier.com/locate/jesf/
dc.publisher.placeSingapore
dc.relation.ispartofJournal of Exercise Science and Fitness
dc.relation.referencesReferences in Scopus
dc.subjectChoice behavior
dc.subjectGender
dc.subjectPhysical activity
dc.subjectPlay and play things
dc.subjectVideo games
dc.titlePlay pattern of seated video game and active "Exergame" alternatives
dc.typeArticle
Author Affiliations
  1. The University of Hong Kong