Adolescents' Views on Active and Non-Active Videogames: A Focus Group Study

被引:24
作者
Simons, Monique [1 ,2 ,3 ,4 ]
de Vet, Emely [1 ,2 ]
Hoornstra, Sjoukje [1 ,2 ]
Brug, Johannes [5 ,7 ]
Seidell, Jaap [1 ,2 ]
Chinapaw, Mai [4 ,6 ,7 ]
机构
[1] Vrije Univ Amsterdam, Dept Hlth Sci, Fac Earth & Life Sci, NL-1081 HV Amsterdam, Netherlands
[2] Vrije Univ Amsterdam, EMGO Inst Hlth & Care Res, Fac Earth & Life Sci, NL-1081 HV Amsterdam, Netherlands
[3] TNO, Expertise Ctr Life Style, Leiden, Netherlands
[4] TNO VU Univ Med Ctr, Res Ctr Phys Act Work & Hlth, Body Work, Amsterdam, Netherlands
[5] Vrije Univ Amsterdam Med Ctr, Dept Epidemiol & Biostat, Amsterdam, Netherlands
[6] Vrije Univ Amsterdam Med Ctr, Dept Publ & Occupat Hlth, Amsterdam, Netherlands
[7] Vrije Univ Amsterdam Med Ctr, EMGO Inst Hlth & Care Res, Amsterdam, Netherlands
关键词
SELF-DETERMINATION THEORY; PHYSICAL-ACTIVITY; GAMES; OVERWEIGHT; CHILDREN; SEDENTARY; BEHAVIORS; OBESITY; DANCE;
D O I
10.1089/g4h.2011.0032
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Objective: Active games require whole-body movement and may be an innovative tool to substitute sedentary pastime with more active time and may therefore contribute to adolescents' health. To inform strategies aimed at reducing sedentary behavior by replacing non-active with active gaming, perceptions and context of active and non-active gaming are explored. Subjects and Methods: Six focus groups were conducted with adolescents 12-16 years old representing a range of education levels. A semistructured question route was used containing questions about perceptions and the context of gaming. Results: The adolescents had positive attitudes toward active gaming, especially the social interactive aspect, which was greatly appreciated. A substantial number of adolescents enjoyed non-active games more than active ones, mainly because of better game controls and more diversity in non-active games. Active games were primarily played when there was a social gathering. Few game-related rules and restrictions at home were reported. Conclusions: Given the positive attitudes of adolescents and the limited restrictions for gaming at home, active videogames may potentially be used in a home setting as a tool to reduce sedentary behavior. However, to make active games as appealing as non-active games, attention should be paid to the quality, diversity, and sustainability of active games, as these aspects are currently inferior to those of traditional non-active games.
引用
收藏
页码:211 / 218
页数:8
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