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Article: Do children choose to play active video games when given the choice between seated and ambulatory video game play? A study of children's play choice

TitleDo children choose to play active video games when given the choice between seated and ambulatory video game play? A study of children's play choice
Authors
KeywordsVideo gaming
Children
Play choice
Treadmill
Sedentary behavior
Issue Date2012
PublisherDirk Jesse.
Citation
International Journal of Computer Science in Sport, 2012, v. 11 n. 1, special ed., p. 51-60 How to Cite?
AbstractBACKGROUND: The development of active gaming offers a choice for children to be physically active whilst participating in an activity that is enjoyable and highly valued. Children expend energy when they play activity enhanced video games, yet little is known about their choice when given active alternatives over seated play. METHODS: This study examined (i) choice of play between a seated video game option or the same game played ambulatory; (ii) consistency in play choice with sustained play. Play behavior was recorded from postural monitoring and observation. Repeated measures analyses of variance were used to determine differences in total time, percentage of time and consistency of choice in each condition. RESULTS: Play choice was consistent over the four sessions with 76%, 23% of the available time spent seated and ambulatory, respectively. Follow up analysis indicated that the time spent playing in each condition was constant across all four video game sessions. CONCLUSIONS: These preliminary findings demonstrate that when given free-choice children will predominantly play video games seated. The advancement of active video gaming as an active alternative is dependent on future investigations into whether these innovative technologies offer enough entertainment value to sustain long-term adherence.
Persistent Identifierhttp://hdl.handle.net/10722/145993
ISSN
2015 SCImago Journal Rankings: 0.154

 

DC FieldValueLanguage
dc.contributor.authorMellecker, RRen_US
dc.contributor.authorLanningham-Foster, Len_US
dc.contributor.authorLevine, JAen_US
dc.contributor.authorMcManus, AMen_US
dc.date.accessioned2012-03-27T09:05:08Z-
dc.date.available2012-03-27T09:05:08Z-
dc.date.issued2012en_US
dc.identifier.citationInternational Journal of Computer Science in Sport, 2012, v. 11 n. 1, special ed., p. 51-60en_US
dc.identifier.issn1684-4769-
dc.identifier.urihttp://hdl.handle.net/10722/145993-
dc.description.abstractBACKGROUND: The development of active gaming offers a choice for children to be physically active whilst participating in an activity that is enjoyable and highly valued. Children expend energy when they play activity enhanced video games, yet little is known about their choice when given active alternatives over seated play. METHODS: This study examined (i) choice of play between a seated video game option or the same game played ambulatory; (ii) consistency in play choice with sustained play. Play behavior was recorded from postural monitoring and observation. Repeated measures analyses of variance were used to determine differences in total time, percentage of time and consistency of choice in each condition. RESULTS: Play choice was consistent over the four sessions with 76%, 23% of the available time spent seated and ambulatory, respectively. Follow up analysis indicated that the time spent playing in each condition was constant across all four video game sessions. CONCLUSIONS: These preliminary findings demonstrate that when given free-choice children will predominantly play video games seated. The advancement of active video gaming as an active alternative is dependent on future investigations into whether these innovative technologies offer enough entertainment value to sustain long-term adherence.-
dc.languageengen_US
dc.publisherDirk Jesse.-
dc.relation.ispartofInternational Journal of Computer Science in Sporten_US
dc.rightsCreative Commons: Attribution 3.0 Hong Kong License-
dc.rightsCreative Commons: Attribution 3.0 Hong Kong License-
dc.subjectVideo gaming-
dc.subjectChildren-
dc.subjectPlay choice-
dc.subjectTreadmill-
dc.subjectSedentary behavior-
dc.titleDo children choose to play active video games when given the choice between seated and ambulatory video game play? A study of children's play choiceen_US
dc.typeArticleen_US
dc.identifier.emailMellecker, RR: robmel@hku.hken_US
dc.identifier.emailMcManus, AM: alimac@hku.hken_US
dc.identifier.authorityMcManus, AM=rp00936en_US
dc.description.naturepostprint-
dc.identifier.hkuros199025en_US
dc.identifier.volume11en_US
dc.identifier.issue1, special ed.-
dc.identifier.spage51en_US
dc.identifier.epage60en_US
dc.publisher.placeDeutschland-

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