Scale of satisfaction for use of active videogames among students
Autor(a) principal: | |
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Data de Publicação: | 2015 |
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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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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 info:eu-repo/semantics/publishedVersion Avaliado pelos pares |
format |
article |
status_str |
publishedVersion |
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 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://e-revista.unioeste.br/index.php/cadernoedfisica/article/view/10973/9258 |
dc.rights.driver.fl_str_mv |
https://creativecommons.org/licenses/by-nc-sa/4.0 info:eu-repo/semantics/openAccess |
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https://creativecommons.org/licenses/by-nc-sa/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
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 2318-5104 reponame:Caderno de Educação Física e Esporte instname:Universidade Estadual do Oeste do Paraná (UNIOESTE) instacron:UNIOESTE |
instname_str |
Universidade Estadual do Oeste do Paraná (UNIOESTE) |
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UNIOESTE |
institution |
UNIOESTE |
reponame_str |
Caderno de Educação Física e Esporte |
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Caderno de Educação Física e Esporte |
repository.name.fl_str_mv |
Caderno de Educação Física e Esporte - Universidade Estadual do Oeste do Paraná (UNIOESTE) |
repository.mail.fl_str_mv |
revista.cefe@unioeste.br || projeto.saber@unioeste.br |
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1798313410324070400 |