Adolescent Participation and Flow in Physically Active Leisure and Electronic Media Activities
Testing the Displacement Hypothesis
Bibliographic Data
| ID | 12048942 |
|---|---|
| Authors | Roger 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) |
| Year | 2005 |
| Volume | 28 |
| Issue | 2 |
| Pages | 653-675 |
| Publication date | 2005-09-01 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Loisir et Société / Society and Leisure (JOURNAL) |
| Journal identifiers | ISSN: 0705-3436 • E-ISSN: 1705-0154 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/07053436.2005.10707700 |
| OpenAlex | W2327948659 |
| Language | EN |
| Citations received | 21 |
| References cited | 40 |
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
Get active? A meta-analysis of leisure-time physical activity and subjective well-being
Motivations for the use of games in coping and emotional regulation
Differential impacts of digital interactive media and print media on mental health
Associations between duration and type of electronic screen use and cognition in US children
‘We wanted to spend more time with each other than with our phones’. Relationship between digital disconnection and physical activity of family members
Jugendliche als mediatisierte Stubenhocker? Eine Analyse der Zusammenhänge zwischen sportlichem und medialem Handeln von Jugendlichen aus Geschlechterperspektive
Internet Use, Social Skills, and Adjustment
Pratiques de loisirs des joueurs de jeu vidéo
Conceptualizing E-leisure
Social Participation, Flow and Situational Involvement in Recreational Physical Activity
The legacy of Mihaly Csikszentmihalyi for leisure studies
More at home, more alone? Youth, digital media and the everyday use of time and space
Leisure and Risky Health Behaviors
Leisure in an Urban Environment—A Perspective of University Students
Exercise and freedom
Gender differences in leisure involvement and flow experience in professional extreme sport activities
Motives underlying water sport tourist behaviour
Leisure in creative media for mental health equity
Loisir et Société
Internet Use and Subjective Well-Being in China
Absent Friends? Smartphones, Mediated Presence, and the Recoupling of Online Social Contact in Everyday Life
Plan 9 From Cyberspace
Linking obesity and activity level with children's television and video game use
Environmental Influences on Eating and Physical Activity
Television Viewing as a Cause of Increasing Obesity Among Children in the United States, 1986-1990
Relationships between media use, body fatness and physical activity in children and youth
Association between child and adolescent television viewing and adult health
The Role of Flow Experience in Cyber-Game Addiction
Reducing Children's Television Viewing to Prevent Obesity
Reconsidering the Displacement Hypothesis
Video Kids
Internet Use, Social Skills, and Adjustment
Adolescent Internet use
The impact of computer use on children's and adolescents' development
Internet use and ties that bind
Internet addiction? Potentially problematic use of the Internet in a population of 12–18 year-old adolescents
Children's Use of the Internet
Computer games, self‐esteem and gratification of needs in adolescents
Social Impact Research
An Examination of Violence and Gender Role Portrayals in Video Games
Measuring Information Behavior
Media participation in everyday life
Internet Use and Well‐Being in Adolescence
The Experience of Leisure in Adolescence
Internet paradox
Television and the Quality of Life
Television and the Process of Cultural Change
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
Internet Paradox Revisited
Computer Networks as Social Networks
| Unique citing works | 21 |
|---|---|
| Citations per year | 0,95 |
| Citation span | 2004 - 2026 (23) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 21 |