Please cite this article in press as: Simons M, et al. Active and non-active video gaming among Dutch adolescents: Who plays and how much? J Sci Med Sport (2013), http://dx.doi.org/10.1016/j.jsams.2013.10.250 ARTICLE IN PRESS G Model JSAMS-959; No. of Pages 5 Journal of Science and Medicine in Sport xxx (2013) xxx–xxx Contents lists available at ScienceDirect Journal of Science and Medicine in Sport j our na l ho me page: www.elsevier.com/locate/jsams Original research Active and non-active video gaming among Dutch adolescents: Who plays and how much? Monique Simons a,b,c, , Emely de Vet a , Johannes Brug e , Jaap Seidell a , Mai J.M. Chinapaw c,d a Department of Health Sciences and the EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam, The Netherlands b TNO, Expertise Centre Life Style, Leiden, The Netherlands c Body@Work, Research Center PA, Work and Health, TNO-VU/VUmc, VU University Medical Center, Amsterdam, The Netherlands d Department of Public and Occupational Health and the EMGO Institute for Health and Care Research, VU University Medical Center, Amsterdam, The Netherlands e Department of Epidemiology & Biostatistics and EMGO Institute for Health and Care Research, VU University Medical Center, The Netherlands a r t i c l e i n f o Article history: Received 23 January 2013 Received in revised form 15 October 2013 Accepted 24 October 2013 Available online xxx Keywords: Video games Exergames Adolescent Sedentary lifestyle Physical activity Demography a b s t r a c t Objective: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Design: Cross-sectional. Methods: A survey, assessing game behavior and correlates, was conducted among adolescents (12–16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to exam- ine demographic correlates of active gaming (1 h per week) and non-active gaming (>7 h per week). Results: Of all participants (n = 373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gam- ing adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9) min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5) min. Non-active gaming adolescents played on aver- age on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0) min and 1.4 (sd = 0.65) days per weekend for 80 (sd = 50.8) min. Adolescents attending lower levels of education were more likely to play active games 1 h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games >7 h per week, than girls or younger adolescents. Conclusions: Many adolescents play active games, especially those following a lower educational level, but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming. © 2013 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved. 1. Introduction Regular physical activity (PA) of at least moderate intensity is part of a healthy lifestyle and associated with better health out- comes in all age groups. 1,2 However, a decrease in PA is observed during adolescence. 3 Independent of PA, sedentary behaviors (e.g. watching TV and playing video games) have been associated with overweight 4 and potentially fitness. 5 Both increasing PA and reduc- ing sedentary time are therefore key public health targets. 6,7 Corresponding author at: Department of Health Sciences, Faculty of Earth and Life Sciences, VU University Amsterdam, De Boelelaan 1085, 1081 HV Amsterdam, The Netherlands. Tel.: +31 020 5983670; fax: +31 020 5986940. E-mail address: m.simons@vu.nl (M. Simons). Number of studies have shown that video games contribute significantly to sedentary time of adolescents. 8–10 Rideout et al. showed that on any given day a majority (60%) of children play sedentary video games (hereafter called non-active games), for a considerable time, i.e. almost 2 h/day. 8 In the Netherlands 95% of the 13–19 years old boys and 85% of the girls play video games and spend on average 10 and 4 h per week, respectively 9 . A new generation of video games, called active games (e.g. Xbox 360 Kinect, PlayStation ® Move, and Nintendo Wii TM ), require PA 11 to play and might therefore contribute to both reducing sedentary time and increasing PA. 12 Active games elicit energy expendi- ture of 2–6 Metabolic Equivalents (METs), which is higher than non-active games and other sedentary activities. 12 Therefore, play- ing active games instead of non-active ones may be a promising strategy for promoting an active lifestyle and improving body composition. 13 1440-2440/$ see front matter © 2013 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved. http://dx.doi.org/10.1016/j.jsams.2013.10.250