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Adolescent Participation and Flow in Physically Active Leisure and Electronic Media Activities

Testing the Displacement Hypothesis

Bibliographic Data

ID12048942
AuthorsRoger C Mannell (University of Waterloo, corresponding author), Andrew T Kaczynski (0000-0001-8724-8241, University of Waterloo), Ryan M Aronson (0009-0004-0785-5084, University of Waterloo)
Year2005
Volume28
Issue2
Pages653-675
Publication date2005-09-01
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueLoisir et Société / Society and Leisure (JOURNAL)
Journal identifiersISSN: 0705-3436 • E-ISSN: 1705-0154
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1080/07053436.2005.10707700
OpenAlexW2327948659
LanguageEN
Citations received21
References cited40

The relationships between participation in various types of electronic media and time spent on other leisure activities have not been examined to any great extent and the research findings in the reported studies have been mixed. In this article, research is described in which 219 adolescents’ electronic media use (TV/video watching, computer/video game playing and Internet/web surfing) was monitored using a time use survey and the experiential sampling method. Behavioral and experiential data were analyzed with a particular focus on the impact of electronic media use on participation in physically active leisure. The findings were consistent with the “displacement” hypothesis. Those adolescents who engaged in higher levels of electronic media activities, in particular, TV/video watching and computer/video game playing, not only reported lower levels of physically active leisure but had more free time as a result of displacing non-leisure activities such as homework. While the overall patterns were similar for females and males, TV/video viewing among females and computer/video gaming among males created the greatest displacement in physically active leisure. More sedentary adolescents not only engaged in less physically active leisure but when they did participate they were less likely to experience intrinsically rewarding flow, and consequently, the psychological growth opportunities it provides

Displacement (psychology · Electronic media · Experience sampling method · Experiential learning · Leisure activity · Leisure time · Mathematics education · Multimedia · Physical activity · Physical therapy · The Internet · Video game · World Wide Web · Computer Science · Flow Experience in Various Fields · Impact of Technology on Adolescents · Medicine · Psychology · Recreation, Leisure, Wilderness Management · Social Psychology

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Unique citing works21
Citations per year0,95
Citation span2004 - 2026 (23)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 21

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