EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME

Detalhes bibliográficos
Autor(a) principal: Custódio,Iazana Garcia
Data de Publicação: 2019
Outros Autores: Hino,Adriano Akira Ferreira, Rodriguez,Cristiano Copetti, Camargo,Edina Maria de, Reis,Rodrigo Siqueira
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Revista Paulista de Pediatria (Ed. Português. Online)
Texto Completo: http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-05822019000400442
Resumo: ABSTRACT Objective: To describe the use of exergames, associated factors and to quantify the time attributed to the use of exergames within the time spent on video games in a sample of adolescents from Curitiba, Paraná, Brazil. Methods: This was a cross-sectional study that evaluated frequency and weekly volume of physical activities using the Physical Activity Questionnaire for Adolescents. Weekly frequency and daily time of use of exergames and videogames were self-reported. Mann-Whitney and Kruskal Wallis tests were used to compare the time spent playing exergames, and Poisson regression was used to test the associations (p<0.05). Results: 495 adolescents were interviewed (51.3% girls), predominantly aged between 12 and 13 years (41.3%), under/normal weight (60.4%), medium socioeconomic status (39.8 %) and from public schools (69.3%). Most of the participants did not have video games in their bedroom (74.3%) and did not reach recommended levels of physical activity (55.5%). One in five adolescents used exergames (16.4%). Age (RP: 0.54; 95%CI 0.30-0.97, p=0.039) and having a console in the bedroom (RP: 1.89; 95%CI 1.27- 2.81, p=0.002) were associated with exergame use. Male sex (X_: 195.0; AIQ: 486.3; p=0.024) practice of leisure time physical activity (X_: 160.0; AIQ: 350.0; p=0.048) were associated with weekly volume of exergame use. Conclusions: Overall, less than two out of ten adolescents used exergames, and the use was higher among young adolescents and those who had a console in their bedrooms. Volume of use was higher among boys and those performing more than five hours of leisure time physical activity per week. In addition, a considerable part of the time devoted to the use of video games, was in fact, destined to the use of exergames.
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spelling EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIMEMotor activityVideo gamesAdolescent behaviorABSTRACT Objective: To describe the use of exergames, associated factors and to quantify the time attributed to the use of exergames within the time spent on video games in a sample of adolescents from Curitiba, Paraná, Brazil. Methods: This was a cross-sectional study that evaluated frequency and weekly volume of physical activities using the Physical Activity Questionnaire for Adolescents. Weekly frequency and daily time of use of exergames and videogames were self-reported. Mann-Whitney and Kruskal Wallis tests were used to compare the time spent playing exergames, and Poisson regression was used to test the associations (p<0.05). Results: 495 adolescents were interviewed (51.3% girls), predominantly aged between 12 and 13 years (41.3%), under/normal weight (60.4%), medium socioeconomic status (39.8 %) and from public schools (69.3%). Most of the participants did not have video games in their bedroom (74.3%) and did not reach recommended levels of physical activity (55.5%). One in five adolescents used exergames (16.4%). Age (RP: 0.54; 95%CI 0.30-0.97, p=0.039) and having a console in the bedroom (RP: 1.89; 95%CI 1.27- 2.81, p=0.002) were associated with exergame use. Male sex (X_: 195.0; AIQ: 486.3; p=0.024) practice of leisure time physical activity (X_: 160.0; AIQ: 350.0; p=0.048) were associated with weekly volume of exergame use. Conclusions: Overall, less than two out of ten adolescents used exergames, and the use was higher among young adolescents and those who had a console in their bedrooms. Volume of use was higher among boys and those performing more than five hours of leisure time physical activity per week. In addition, a considerable part of the time devoted to the use of video games, was in fact, destined to the use of exergames.Sociedade de Pediatria de São Paulo2019-12-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersiontext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-05822019000400442Revista Paulista de Pediatria v.37 n.4 2019reponame:Revista Paulista de Pediatria (Ed. Português. Online)instname:Sociedade de Pediatria de São Paulo (SPSP)instacron:SPSP10.1590/1984-0462/;2019;37;4;00019info:eu-repo/semantics/openAccessCustódio,Iazana GarciaHino,Adriano Akira FerreiraRodriguez,Cristiano CopettiCamargo,Edina Maria deReis,Rodrigo Siqueiraeng2019-10-07T00:00:00Zoai:scielo:S0103-05822019000400442Revistahttps://www.rpped.com.br/ONGhttps://old.scielo.br/oai/scielo-oai.phppediatria@spsp.org.br||rpp@spsp.org.br1984-04620103-0582opendoar:2019-10-07T00:00Revista Paulista de Pediatria (Ed. Português. Online) - Sociedade de Pediatria de São Paulo (SPSP)false
dc.title.none.fl_str_mv EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME
title EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME
spellingShingle EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME
Custódio,Iazana Garcia
Motor activity
Video games
Adolescent behavior
title_short EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME
title_full EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME
title_fullStr EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME
title_full_unstemmed EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME
title_sort EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME
author Custódio,Iazana Garcia
author_facet Custódio,Iazana Garcia
Hino,Adriano Akira Ferreira
Rodriguez,Cristiano Copetti
Camargo,Edina Maria de
Reis,Rodrigo Siqueira
author_role author
author2 Hino,Adriano Akira Ferreira
Rodriguez,Cristiano Copetti
Camargo,Edina Maria de
Reis,Rodrigo Siqueira
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Custódio,Iazana Garcia
Hino,Adriano Akira Ferreira
Rodriguez,Cristiano Copetti
Camargo,Edina Maria de
Reis,Rodrigo Siqueira
dc.subject.por.fl_str_mv Motor activity
Video games
Adolescent behavior
topic Motor activity
Video games
Adolescent behavior
description ABSTRACT Objective: To describe the use of exergames, associated factors and to quantify the time attributed to the use of exergames within the time spent on video games in a sample of adolescents from Curitiba, Paraná, Brazil. Methods: This was a cross-sectional study that evaluated frequency and weekly volume of physical activities using the Physical Activity Questionnaire for Adolescents. Weekly frequency and daily time of use of exergames and videogames were self-reported. Mann-Whitney and Kruskal Wallis tests were used to compare the time spent playing exergames, and Poisson regression was used to test the associations (p<0.05). Results: 495 adolescents were interviewed (51.3% girls), predominantly aged between 12 and 13 years (41.3%), under/normal weight (60.4%), medium socioeconomic status (39.8 %) and from public schools (69.3%). Most of the participants did not have video games in their bedroom (74.3%) and did not reach recommended levels of physical activity (55.5%). One in five adolescents used exergames (16.4%). Age (RP: 0.54; 95%CI 0.30-0.97, p=0.039) and having a console in the bedroom (RP: 1.89; 95%CI 1.27- 2.81, p=0.002) were associated with exergame use. Male sex (X_: 195.0; AIQ: 486.3; p=0.024) practice of leisure time physical activity (X_: 160.0; AIQ: 350.0; p=0.048) were associated with weekly volume of exergame use. Conclusions: Overall, less than two out of ten adolescents used exergames, and the use was higher among young adolescents and those who had a console in their bedrooms. Volume of use was higher among boys and those performing more than five hours of leisure time physical activity per week. In addition, a considerable part of the time devoted to the use of video games, was in fact, destined to the use of exergames.
publishDate 2019
dc.date.none.fl_str_mv 2019-12-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-05822019000400442
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 10.1590/1984-0462/;2019;37;4;00019
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv text/html
dc.publisher.none.fl_str_mv Sociedade de Pediatria de São Paulo
publisher.none.fl_str_mv Sociedade de Pediatria de São Paulo
dc.source.none.fl_str_mv Revista Paulista de Pediatria v.37 n.4 2019
reponame:Revista Paulista de Pediatria (Ed. Português. Online)
instname:Sociedade de Pediatria de São Paulo (SPSP)
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instname_str Sociedade de Pediatria de São Paulo (SPSP)
instacron_str SPSP
institution SPSP
reponame_str Revista Paulista de Pediatria (Ed. Português. Online)
collection Revista Paulista de Pediatria (Ed. Português. Online)
repository.name.fl_str_mv Revista Paulista de Pediatria (Ed. Português. Online) - Sociedade de Pediatria de São Paulo (SPSP)
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