Correlates of Active Videogame Use in Children

Games Health J. 2018 Apr;7(2):100-106. doi: 10.1089/g4h.2017.0070. Epub 2018 Jan 5.

Abstract

Objectives: Active videogames (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity.

Materials and methods: A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week. Regression analyses were used to examine variables associated with daily AVG minutes and to examine the relationship between daily AVG minutes and daily steps.

Results: Older and non-Hispanic white children played AVGs for fewer minutes per day (P's < 0.03). Greater peer support for playing AVGs was associated with greater daily AVG minutes (P = 0.003). Daily AVG minutes were not associated with daily steps.

Conclusions: Results suggest that younger children and children who do not identify as non-Hispanic white may be more open to playing AVGs. Targeting social support in AVG interventions may increase time spent playing AVGs.

Keywords: Exergames; Movement games; Social support; Youth.

MeSH terms

  • Adolescent
  • Child
  • Exercise / psychology*
  • Female
  • Humans
  • Male
  • Psychometrics / instrumentation
  • Psychometrics / methods
  • Surveys and Questionnaires
  • Video Games / psychology*