Hindawi Publishing Corporation
International Journal of Pediatrics
Volume 2010, Article ID 218586, 6 pages
doi:10.1155/2010/218586
Research Article
Children’s Use of Electronic Games: Choices of Game Mode and
Challenge Levels
Cindy H. P. Sit,
1
Jessica W. K. Lam,
1
and Thomas L. McKenzie
2
1
Institute of Human Performance, The University of Hong Kong, Pokfulam, Hong Kong
2
School of Exercise and Nutritional Sciences, San Diego State University, 5500 Campanile Drive, CA 92182-7251, USA
Correspondence should be addressed to Cindy H. P. Sit, sithp@hku.hk
Received 16 January 2010; Accepted 1 June 2010
Academic Editor: Mutasim Abu-Hasan
Copyright © 2010 Cindy H. P. Sit et al. This is an open access article distributed under the Creative Commons Attribution License,
which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Introduction. Interactive electronic games are popular and are believed to contribute to physical activity accrual. The purpose of
this study was to examine children’s electronic game use during conditions in which they had free access to selecting interactive
and seated screen-based versions of electronic games and during the interactive versions had free choice in making adjustments
to the activity intensity. Methods. We systematically observed 60 Hong Kong primary school children during two 60-minute game
sessions while simultaneously recording their game mode choices and physical activity levels using SOFIT (System for Observing
Fitness Instruction Time). Results. When given free choice, children spent more than half of their available time participating
in interactive versions of games. These versions of games provided significantly more moderate-to-vigorous physical activity and
greater energy expenditure than the computer screen versions. Children with the opportunity to modify intensity levels spent more
time playing the interactive versions and accrued more physical activity. Conclusions. The tenets of behavioral choice theory were
supported. Access to new-generation interactive games, particularly those with modifiable intensity levels, may facilitate children’s
participation in physical activity.
1. Introduction
Current health guidelines recommended that children
should participate in 60 minutes of moderate-to-vigorous
physical activity (MVPA) daily [1]. Children, however,
often adopt sedentary lifestyles and there is widespread
concern that screen-based media such as computer and video
games contribute to sedentary living and childhood obesity
problems [2, 3]. New generation interactive electronic
games, known as exergaming, have been developed and are
considered as a promising way to promote physical activity in
children. Previous studies have demonstrated that interactive
electronic games can significantly increase physical activity in
children [4–6], including eliciting greater energy expenditure
compared to seated electronic games [7–12]. Boys are
typically found to spend more energy during interactive
games than girls [6, 7], but sometimes no significant
gender effects are reported [8, 10]. Compared to overweight
children, nonoverweight children have been shown to be
more willing to play an interactive dance game [13]. These
studies, however, have typically assessed children’s physical
activity levels during short-time periods (e.g., 15 minutes
per game segment), and without participants having a choice
of the interactive or more sedentary computer screen-based
versions of the same game.
Direct observation exceeds other measures of physical
activity in providing contextually-rich data on the envi-
ronment [14, 15]. Several studies have used this method
with cohorts of children in their homes in Hong Kong [16]
and the USA [17, 18] and have shown that children spend
most of their leisure time indoors and in sedentary pursuits.
Using the behavioral choice theory [19–21] as a conceptual
framework, Sit et al. [22] recently used direct observation
to study electronic game behavior during extended time
periods (i.e., 60 minutes continuously) and under conditions
when children had choices in playing interactive or computer
screen versions of the same games—bowling and running.
Findings showed that children spent about half their time
on the interactive versions of games and that these versions
engaged children in substantially MVPA more than during