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
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JSAMS-959; No. of Pages 5
Journal of Science and Medicine in Sport xxx (2013) xxx–xxx
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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