Scale of satisfaction for use of active videogames among students

Detalhes bibliográficos
Autor(a) principal: Cezario, Taynara Lais Pereira
Data de Publicação: 2015
Outros Autores: Romanzini, Catiana Leila Possamai
Tipo de documento: Artigo
Idioma: por
Título da fonte: Caderno de Educação Física e Esporte
Texto Completo: https://e-revista.unioeste.br/index.php/cadernoedfisica/article/view/10973
Resumo: Videogames have become increasingly versatile, evolving in their versions, and in addition to a wide variety of models, the latest include an interactive component to users. However, little is known about the factors that most satisfy users regarding the use of active videogames as well as whether these factors differ by gender and age group. Thus, the aim of this study was to evaluate the satisfaction factors for the use of active videogames among students by sex and age group. This is a cross-sectional descriptive study that included 120 students aged 6-13 years and mean age of 9.3 ± 1.7 years from two private schools of central Londrina. The data collection instrument was a scale of satisfaction for the use of active videogames, adapted from the Physical Activity Enjoyment Scale (PACES), which was self-administered to parents and students. The scale data were categorized into low and high satisfaction and descriptively analyzed by frequency of occurrence, mean and standard deviation. The chi-square test was used to check the association between categorization of overall satisfaction level and sex and age group. The level of significance adopted for analysis was 5%. Among students that reported making use of active videogames, 71 (59.2%) were boys and 49 (40.8%) were girls. Girls and boys have preferences for different categories of active videogames. While boys prefer “sport” games, girls prefer “dance” games. The use of active videogame offers high satisfaction among students, regardless of sex and age group, and the most reported satisfaction factor was “fun”. In this sense, the use of active videogames may help the effectiveness of actions of future interventions in the public health area, mainly for awakening “high satisfaction” among participants.
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spelling Scale of satisfaction for use of active videogames among studentsEscala de satisfação para uso de jogos de videogame ativo de estudantesJogos de VídeoCriançaSatisfação pessoal.Videogames have become increasingly versatile, evolving in their versions, and in addition to a wide variety of models, the latest include an interactive component to users. However, little is known about the factors that most satisfy users regarding the use of active videogames as well as whether these factors differ by gender and age group. Thus, the aim of this study was to evaluate the satisfaction factors for the use of active videogames among students by sex and age group. This is a cross-sectional descriptive study that included 120 students aged 6-13 years and mean age of 9.3 ± 1.7 years from two private schools of central Londrina. The data collection instrument was a scale of satisfaction for the use of active videogames, adapted from the Physical Activity Enjoyment Scale (PACES), which was self-administered to parents and students. The scale data were categorized into low and high satisfaction and descriptively analyzed by frequency of occurrence, mean and standard deviation. The chi-square test was used to check the association between categorization of overall satisfaction level and sex and age group. The level of significance adopted for analysis was 5%. Among students that reported making use of active videogames, 71 (59.2%) were boys and 49 (40.8%) were girls. Girls and boys have preferences for different categories of active videogames. While boys prefer “sport” games, girls prefer “dance” games. The use of active videogame offers high satisfaction among students, regardless of sex and age group, and the most reported satisfaction factor was “fun”. In this sense, the use of active videogames may help the effectiveness of actions of future interventions in the public health area, mainly for awakening “high satisfaction” among participants.Os videogames vêm se tornando cada dia mais versáteis e evoluídos em suas versões, além de apresentarem uma grande variedade de modelos, os mais recentes incluem um componente de interatividade com o usuário. No entanto, pouco ainda se sabe sobre os fatores que mais satisfazem os usuários em relação ao uso de videogames ativos, bem como se estes fatores diferem por sexo e grupos de idade. Sendo assim, o objetivo do estudo foi avaliar os fatores de satisfação para o uso de videogames ativos de estudantes, com relação ao sexo e grupos de idade. Trata-se de um estudo descritivo transversal. Participaram do estudo 120 estudantes de 6 a 13 anos, com média de idade de 9,3±1,7 anos, de duas escolas da Rede Privada da região central de Londrina. O instrumento de coleta de dados foi uma escala de satisfação para o uso de videogames ativos, adaptada do Physical Activity Enjoyment Scale (PACES), que foi autoadministrado aos pais e aos estudantes. Os dados da escala foram categorizados em baixa e em elevada satisfação e analisados descritivamente por meio de ocorrência de frequência, média e desvio padrão. O teste de qui-quadrado foi utilizado na verificação da associação entre a categorização do nível de satisfação geral, do sexo e dos grupos de idade. O nível de significância adotado para as análises foi de 5%. Dentre os estudantes que indicaram fazer uso de videogame ativo, 71 (59,2%) eram rapazes e 49 (40,8%) eram moças. Moças e rapazes têm preferências por categorias de jogos de videogame ativos distintas. Enquanto os rapazes preferem jogos de “esporte”, as moças preferem jogos de “dança”. O uso do videogame ativo oferece elevada satisfação entre os estudantes, independente do sexo e dos grupos de idade, sendo “a diversão” o fator de satisfação mais destacado. Nesse sentido, talvez a utilização dos videogames ativos possa auxiliar na efetividade das ações de futuras intervenções na área da saúde pública, principalmente por despertar “elevada satisfação” entre os envolvidos.Universidade Estadual do Oeste do Paraná2015-12-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionAvaliado pelos paresapplication/pdfhttps://e-revista.unioeste.br/index.php/cadernoedfisica/article/view/1097310.36453/2318-5104.2014.v12.n2.p31Caderno de Educação Física e Esporte; Vol. 12 No. 2 (2014): Caderno de Educação Física e Esporte; 31-37Caderno de Educação Física e Esporte; v. 12 n. 2 (2014): Caderno de Educação Física e Esporte; 31-372318-50902318-5104reponame:Caderno de Educação Física e Esporteinstname:Universidade Estadual do Oeste do Paraná (UNIOESTE)instacron:UNIOESTEporhttps://e-revista.unioeste.br/index.php/cadernoedfisica/article/view/10973/9258https://creativecommons.org/licenses/by-nc-sa/4.0info:eu-repo/semantics/openAccessCezario, Taynara Lais PereiraRomanzini, Catiana Leila Possamai2023-07-21T13:52:32Zoai:ojs.e-revista.unioeste.br:article/10973Revistahttps://e-revista.unioeste.br/index.php/cadernoedfisica/indexPUBhttps://seer.ufrgs.br/index.php/intexto/oairevista.cefe@unioeste.br || projeto.saber@unioeste.br2318-50902318-5090opendoar:2023-07-21T13:52:32Caderno de Educação Física e Esporte - Universidade Estadual do Oeste do Paraná (UNIOESTE)false
dc.title.none.fl_str_mv Scale of satisfaction for use of active videogames among students
Escala de satisfação para uso de jogos de videogame ativo de estudantes
title Scale of satisfaction for use of active videogames among students
spellingShingle Scale of satisfaction for use of active videogames among students
Cezario, Taynara Lais Pereira
Jogos de Vídeo
Criança
Satisfação pessoal.
title_short Scale of satisfaction for use of active videogames among students
title_full Scale of satisfaction for use of active videogames among students
title_fullStr Scale of satisfaction for use of active videogames among students
title_full_unstemmed Scale of satisfaction for use of active videogames among students
title_sort Scale of satisfaction for use of active videogames among students
author Cezario, Taynara Lais Pereira
author_facet Cezario, Taynara Lais Pereira
Romanzini, Catiana Leila Possamai
author_role author
author2 Romanzini, Catiana Leila Possamai
author2_role author
dc.contributor.author.fl_str_mv Cezario, Taynara Lais Pereira
Romanzini, Catiana Leila Possamai
dc.subject.por.fl_str_mv Jogos de Vídeo
Criança
Satisfação pessoal.
topic Jogos de Vídeo
Criança
Satisfação pessoal.
description Videogames have become increasingly versatile, evolving in their versions, and in addition to a wide variety of models, the latest include an interactive component to users. However, little is known about the factors that most satisfy users regarding the use of active videogames as well as whether these factors differ by gender and age group. Thus, the aim of this study was to evaluate the satisfaction factors for the use of active videogames among students by sex and age group. This is a cross-sectional descriptive study that included 120 students aged 6-13 years and mean age of 9.3 ± 1.7 years from two private schools of central Londrina. The data collection instrument was a scale of satisfaction for the use of active videogames, adapted from the Physical Activity Enjoyment Scale (PACES), which was self-administered to parents and students. The scale data were categorized into low and high satisfaction and descriptively analyzed by frequency of occurrence, mean and standard deviation. The chi-square test was used to check the association between categorization of overall satisfaction level and sex and age group. The level of significance adopted for analysis was 5%. Among students that reported making use of active videogames, 71 (59.2%) were boys and 49 (40.8%) were girls. Girls and boys have preferences for different categories of active videogames. While boys prefer “sport” games, girls prefer “dance” games. The use of active videogame offers high satisfaction among students, regardless of sex and age group, and the most reported satisfaction factor was “fun”. In this sense, the use of active videogames may help the effectiveness of actions of future interventions in the public health area, mainly for awakening “high satisfaction” among participants.
publishDate 2015
dc.date.none.fl_str_mv 2015-12-15
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://e-revista.unioeste.br/index.php/cadernoedfisica/article/view/10973
10.36453/2318-5104.2014.v12.n2.p31
url https://e-revista.unioeste.br/index.php/cadernoedfisica/article/view/10973
identifier_str_mv 10.36453/2318-5104.2014.v12.n2.p31
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dc.publisher.none.fl_str_mv Universidade Estadual do Oeste do Paraná
publisher.none.fl_str_mv Universidade Estadual do Oeste do Paraná
dc.source.none.fl_str_mv Caderno de Educação Física e Esporte; Vol. 12 No. 2 (2014): Caderno de Educação Física e Esporte; 31-37
Caderno de Educação Física e Esporte; v. 12 n. 2 (2014): Caderno de Educação Física e Esporte; 31-37
2318-5090
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reponame_str Caderno de Educação Física e Esporte
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repository.name.fl_str_mv Caderno de Educação Física e Esporte - Universidade Estadual do Oeste do Paraná (UNIOESTE)
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