16 research outputs found
Direct observation of childrenâs preferences and activity levels during interactive and on-line electronic games
BACKGROUND: Interactive electronic games have recently been popularized and are believed to help promote children's physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls. METHODS: Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game. RESULTS: Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively. CONCLUSIONS: New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.published_or_final_versio
Childrenâs use of electronic games: Choices of game mode and challenge levels
Introduction. Interactive electronic games are popular and are believed to contribute to physical activity accrual. The purpose of this study was to examine children's electronic game use during conditions in which they had free access to selecting interactive and seated screen-based versions of electronic games and during the interactive versions had free choice in making adjustments to the activity intensity. Methods. We systematically observed 60 Hong Kong primary school children during two 60-minute game sessions while simultaneously recording their game mode choices and physical activity levels using SOFIT (System for Observing Fitness Instruction Time). Results. When given free choice, children spent more than half of their available time participating in interactive versions of games. These versions of games provided significantly more moderate-to-vigorous physical activity and greater energy expenditure than the computer screen versions. Children with the opportunity to modify intensity levels spent more time playing the interactive versions and accrued more physical activity. Conclusions. The tenets of behavioral choice theory were supported. Access to new-generation interactive games, particularly those with modifiable intensity levels, may facilitate children's participation in physical activity.published_or_final_versio
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Excessive use of electronic devices among children and adolescents is associated with musculoskeletal symptoms, visual symptoms, psychosocial health, and quality of life: a cross-sectional study
Data availability statement:
The original contributions presented in the study are included in the article/Supplementary material, further inquiries can be directed to the corresponding author.Supplementary material:
The Supplementary material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fpubh.2023.1178769/full#supplementary-materialCopyright © 2023 Tsang, Cheing, Lam, Siu, Pang, Yip, Chan and Jensen. Objective: Electronic devices have become an indispensable part of our daily lives. The frequency and duration of device use in children and adolescents have increased drastically over the years and the study of its negative musculoskeletal, visual and psychosocial health impacts is necessary.
Materials and methods: This cross-sectional study aimed to evaluate the associations between electronic device use and the prevalence and severity of musculoskeletal symptoms, visual symptoms, psychosocial health, and quality of life in children and adolescents studying at primary and secondary schools. Data were collected through confidential online and paper-and-pencil questionnaires. Primary 4â5 and Secondary 1â4 students were recruited from 3 schools in Hong Kong. Demographics, frequency and duration of electronic device use, frequencies of musculoskeletal symptoms, visual symptoms, psychosocial health, and quality of life outcomes were measured.
Results: 1,058 children and adolescents aged 9â17 âyears participated. Sixty-one percent and 78% of all students spent more than 2â h per day using electronic devices during school days and weekend/holidays, respectively. Extended electronic device use was associated with increased prevalence and severity of musculoskeletal symptoms (Ïâsâ=â0.28â0.33, Pâsâ<â0.001), visual symptoms (Ïâsâ=â0.33â0.35, Pâsâ<â0.001), and poorer device use-related psychosocial health (Ïâsâ=â0.38â0.47, Pâsâ<â0.001). Secondary school students reported greater device use and severity of symptoms than primary school students.
Conclusion: Excessive electronic device use was associated with increased prevalence and severity of physical and psychosocial symptoms, and such use is more prevalent in adolescents when compared to the children. The findings have important health implications for children and adolescents, suggesting that early intervention is needed to reduce the risk of developing device use-related disorders.This research was supported by Health and Medical Research Fund, Health Bureau of Hong Kong (project number.: 02180348)
Play pattern of seated video game and active "Exergame" alternatives
The purpose of the study was to compare the play pattern of " exergames" and seated internet-based video games between boys and girls. Seventy-nine participants (40 boys, 39 girls) aged 9 to 12 years (M = 10.85 ± 0.9) were involved in two 1-hour video game sessions. Play pattern in terms of frequency, duration and intensity were assessed from observation, accelerometry and heart rate monitoring. Results indicated that children spent half of the available time playing the activity-promoting exergames (XaviX bowling 47.6 ± 14.9%; XaviX J-Mat 48.8 ± 12.8%). No differences between the boys and girls were apparent for total time played, number of play bouts or duration per bout (p ℠0.05). Boys however played both exergames more actively than the girls (XaviX bowling RT3 counts.s -1: boys 10.47 ± 4.71, girls 6.34 ± 2.76; XaviX J-Mat RT3 counts·s -1: boys 66.37 ± 13.84, girls 51.94 ± 17.83). This study concludes that both boys and girls choose to play exergames for similar periods of time, but play style during the XaviX bowling was often inactive in the girls and during the XaviX J-Mat less active in the girls than the boys. Reasons underlying choice of play was similar between the girls and boys. Active video games appear to be suitable for longer-term physical activity interventions in children, but attention will need to be given to the intensity of game play in girls. © 2011 Chinese Taipei Society of Ultrasound in Medicine & Elsevier.link_to_subscribed_fulltex
Excessive use of electronic devices among children and adolescents is associated with musculoskeletal symptoms, visual symptoms, psychosocial health, and quality of life : a cross-sectional study
202410 bcchVersion of RecordOthersHealth and Medical Research Fund, Health Bureau of Hong KongPublishedC
Association of Molnupiravir and Nirmatrelvir-Ritonavir with reduced mortality and sepsis in hospitalized omicron patients : a territory-wide study
202405 bcrcVersion of RecordOthersCenter for Health Systems and Policy ResearchTung's FoundationAIR@InnoHK of the Innovation and Technology CommissionPublishedC
Reliability of self-report measures of correlates of obesity-related behaviours in Hong Kong adolescents for the iHealt(H) and IPEN adolescent studies
Abstract Background This study examined the reliability of measures of correlates of dietary behaviours (DBs), physical activity (PA) and sedentary behaviour (SB) for Hong Kong adolescents. Method Individual, social and environmental correlates of obesity-related behaviours were assessed twice, 15â27 days apart (average 20 days), via self-administered questionnaires. These questionnaire included measures of decisional balance, self-efficacy, enjoyment and social support related to intake of fruits, vegetables, high-fat foods and sugar-sweetened beverages, PA behaviour and SB. They also included measures of perceived barriers to PA, parental rules related to PA and SB, and environmental correlates of DB, PA and SB. The questionnaires were self-completed outside school hours. A sample of 119 12â17 year old Chinese-speaking secondary school students (60 girls; 59 boys) were recruited from four Hong Kong schools located in areas stratified by walkability and socio-economic status. Results The test-retest reliability of the examined measures ranged from poor to excellent (ICC: 0.30â0.99). All measures of correlates of PA and SB had excellent or substantial test-retest reliability, with the exception of self-efficacy for reducing SB (ICC: 0.59). Four of 18 measures of DBs showed moderate, and two poor (ICC < 0.41), test-retest reliability. Evidence of unidimensionality (Cronbachâs α â„ 0.70) was found for 10 of 28 multi-item scales. The evidence for the remaining 18 was either questionable or poor. Conclusions Most of the self-report measures of correlates of obesity-related behaviours used in the iHealt(H) study have acceptable test-retest reliability in Hong Kong adolescents. The factorial structure of several scales needs to be investigated in a larger sample