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Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

机译:荷兰游戏青少年中与个人,社交和游戏相关的活跃和非活跃游戏相关性:基于调查的多变量,多水平Logistic回归分析

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Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P 7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P =.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P 7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming, indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents.
机译:背景技术玩视频游戏对青少年久坐的行为有很大贡献。新一代视频游戏-主动游戏-似乎是久坐游戏的有希望的替代品,以促进体育锻炼和减少久坐行为。目前,关于青少年活动和非活动游戏的相关性知之甚少。目的这项研究的目的是检查青少年活跃和非活跃游戏的潜在个人,社交和游戏相关的相关性。方法对通过学校招募的青少年(12-16岁,N = 353)进行了一项评估游戏行为以及潜在的个人,社交和游戏相关性的调查。进行了针对人口统计学特征(青少年的年龄,性别和教育程度)进行了调整的多变量,多层次logistic回归分析,以检查每周(每小时)每小时(h / wk)以上且非每周> 7小时的活跃游戏。结果≥1 h / wk的积极游戏与对积极游戏的更积极态度显着相关(OR 5.3,CI 2.4-11.8; P 7 h / wk与对非游戏游戏的更积极态度显着相关(OR 2.6, CI 1.1-6.3; P = .035),这是一种更强的游戏习惯(OR 3.0,CI 1.7-5.3; P 7 h / wk。活跃游戏与非活跃游戏的态度最强烈(负)相关,其次,观察到的兄弟姐妹的主动游戏行为以及对主动游戏的态度(积极联想);另一方面,非主动游戏与观察到的朋友的非主动游戏行为,习惯于游戏和游戏的强度最密切相关。对非活动性游戏的态度(积极的联想)习惯强度与活动性和非活动性游戏的相关性,表明这两种类型的游戏都是习惯性行为,尽管由于研究的局限性,应谨慎解释这些结果,th他们确实提供了有关主动和非主动游戏的潜在关联的初步见解,可用于进一步研究,以及为开发有效干预策略以在青少年中用主动游戏代替非主动游戏而提供的初步指导。

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