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dc.contributor.authorHussey, Julietteen
dc.contributor.authorForde, Cuisleen
dc.date.accessioned2019-08-08T10:52:11Z
dc.date.available2019-08-08T10:52:11Z
dc.date.issued2015en
dc.date.submitted2015en
dc.identifier.citationForde C, Hussey J, How Children Use Active Videogames and the Association Between Screen Time and Physical Activity., Games for health journal, 4, 4, 2015, 312-7en
dc.identifier.otherYen
dc.identifier.urihttp://hdl.handle.net/2262/89163
dc.descriptionPUBLISHEDen
dc.description.abstractObjective: The energy required to play active videogames (AVGs) has been reported on in the literature;however, little is known about how children use such games in their home environment. The aim of this study was to investigate children’s use of AVGs and the association among AVG use, other screen-based activities,and physical activity levels. Materials and Methods: Eight hundred and twenty children 12.1 (0.6) years of age participated. Physical activity levels, sedentary screen-based activities, and AVG use were investigated. Differences across genders and deprivation indices were also analyzed. Results: Fifty-eight percent of children met minimal physical activity guidelines. Forty-seven percent of children exceeded screen time recommendations. Of those who had access to AVGs, more children played sedentary games (or active games in a sedentary manner [68 percent]) than active games (55 percent) on AVG consoles. Furthermore, sedentary games were played for longer than active games. AVG play was positively correlated with reported time spent watching television (P=0.02). Conclusions: In free-living conditions AVG consoles are being used by more children and for longer duration as sedentary screen-based devices rather than active screen-based devices.en
dc.format.extent312-7en
dc.language.isoenen
dc.relation.ispartofseriesGames for health journalen
dc.relation.ispartofseries4en
dc.relation.ispartofseries4en
dc.rightsYen
dc.subjectActive videogamesen
dc.subjectChildrenen
dc.subjectSedentary gamesen
dc.titleHow Children Use Active Videogames and the Association Between Screen Time and Physical Activity.en
dc.typeJournal Articleen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/jmhusseyen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/codonoven
dc.identifier.rssinternalid109021en
dc.identifier.doidoi.org/10.1089/g4h.2014.0135en
dc.rights.ecaccessrightsopenAccess
dc.identifier.rssurihttps://www.liebertpub.com/doi/10.1089/g4h.2014.0135en
dc.identifier.orcid_id0000-0002-8846-0639en


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