Abstract
Purpose: Exergame use (or active video games that promote physical activity [PA]) has the potential to increase PA in youth, but there is a scarcity of information about PA of youth who are current exergamers. The current study examined PA behaviors in exergamers versus nonexergamers. Methods: Adolescents (N = 2,793; mean age = 14.4 ± 2.0 years) participating in EAT 2010 (Eating and Activity in Teens) self-reported sociodemographic characteristics and exergaming and PA behavior. Height and weight were measured. Results: Both male and female exergamers tended to be younger and black compared with nonexergamers (p <.001). Generally, exergamers did not report significantly more PA than nonexergamers, except for female exergamers who engaged in more vigorous PA than female nonexergamers (p <.01; 1.3 ±.05 h/wk vs. 1.6 ±.06 h/wk, respectively). Conclusions: PA behavior in exergamers is similar to PA behavior in nonexergamers. However, when targeting vigorous PA, exergaming may be an innovative and appealing intervention strategy for adolescent girls.
Original language | English (US) |
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Pages (from-to) | 630-632 |
Number of pages | 3 |
Journal | Journal of Adolescent Health |
Volume | 62 |
Issue number | 5 |
DOIs | |
State | Published - May 2018 |
Bibliographical note
Funding Information:This work was supported by the National Heart, Lung and Blood Institute Grant No.R01 HL084064 and National Institute of Mental Health Grant No.T32 MH082761-05.
Funding Information:
This work was supported by the National Heart, Lung and Blood Institute Grant No. R01 HL084064 and National Institute of Mental Health Grant No. T32 MH082761-05 .
Publisher Copyright:
© 2018 The Society for Adolescent Health and Medicine
Keywords
- Active video games
- Screen time
- Sedentary behavior