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首页> 外文期刊>Journal of science and medicine in sport >Active and non-active video gaming among Dutch adolescents: Who plays and how much?
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Active and non-active video gaming among Dutch adolescents: Who plays and how much?

机译:荷兰青少年中的主动和非主动视频游戏:谁玩和玩多少?

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摘要

Objectives: 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 examine 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 gaming 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 average 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.
机译:目的:研究的目的是确定青少年的患病率并确定其主动和非主动游戏的人口统计学相关性。设计:横截面。方法:通过学校招募的青少年(12-16岁,n = 373)进行了一项评估游戏行为和相关性的调查。进行多变量logistic回归分析以检查活跃游戏(每周≥1小时)和非活跃游戏(每周> 7小时)的人口统计学相关性。结果:在所有参与者(n = 373)中,有3%的人报告只玩活跃游戏,有40%的活跃游戏和非活跃游戏,有40%的只有非活跃游戏,有17%完全没有玩视频游戏。活跃的游戏青少年平均每个学校每周1.5天(sd = 1.2),共36天(sd = 32.9)。每周末最少1天(sd = 0.54),每天42(sd = 36.5)。分钟非活动游戏青少年平均每学周平均玩3.3天(sd = 1.6),共65天(sd = 46.0)。分钟和每个周末1.4天(sd = 0.65),共80天(sd = 50.8)。分钟接受较低教育水平的青少年更有可能玩≥1的活跃游戏。每周h高于接受高等教育的青少年。男孩和年龄较大的青少年更有可能玩大于7的不活跃游戏。每周h,而不是女孩或年轻的青少年。结论:许多青少年玩活跃游戏,尤其是那些受过较低教育程度的青少年,但是与非活跃游戏相比,花在此活动上的时间相对较少。为了作为一种公共卫生策略切实可行,主动博弈干预应该使更多时间花费在主动博弈上,而以非主动博弈为代价。

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