Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Dutch children and parents' views on active and non-active video gaming

Bibliographic Data

ID22945872
AuthorsEmely De Vet (0000-0002-4452-2367, Utrecht University, corresponding author), Monique Simons (0000-0002-6475-4616, Amsterdam Public Health), Martijn Wesselman (Amsterdam Public Health)
Year2014
Volume29
Issue2
Pages235-243
Publication date2014-06-01
Open AccessYes
TypeARTICLE
VenueHealth Promotion International (JOURNAL)
Journal identifiersISSN: 0957-4824 • E-ISSN: 1460-2245
PublisherOxford University Press (OUP) (PUBLISHER)
DOI10.1093/heapro/das064
PMID23208151
OpenAlexW2156327181
LanguageEN
Citations received2
References cited13

Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-active video games are explored among 8- to 12-year-old children and their parents. Six qualitative, semi-structured focus groups were held with 8- to 12-year-old children (n = 46) and four with their parents (n = 19) at three different primary schools in The Netherlands. The focus groups with children discussed game preferences, gaming context and perceived game-related parenting. The focus groups with parents addressed considerations in purchasing video games, perceived positive and negative consequences of gaming, and game-related parenting. Both children and their parents were very positive about active video games and preferred active games over non-active games. Active video games were considered more social than non-active video games, and active games were played more often together with friends and family than non-active video games. Parenting practices did not differ for active and non-active video games, although some parents were less strict regarding active games. Two conditions for practical implementation were met: children enjoyed active video games, and parents were willing to buy active video games. Active video games were preferred to non-active video games, illustrating that using active video games is a promising health promotion tool to reduce sedentary pastime in youth.

Active learning (machine learning) · Business · Context (archaeology) · Focus group · Health promotion · Multimedia · Political science · Promotion (chess) · Public health · Purchasing · Video game · Applied Psychology · Child Development and Digital Technology · Computer Science · Impact of Technology on Adolescents · Marketing · Medicine · Nursing · Obesity, Physical Activity, Diet · Psychology · Social Psychology

  • Virtual Parent-Child Relationships

    Open Access•Steven Downing, Steven M Downing•Journal of Virtual Worlds Research•2018

  • Parents’ and children’s views on whether active video games are a substitute for the ‘real thing’

    Lisa M Barnett, Nicola D Ridgers et al.•Qualitative Research in Sport and…•2014

  • Sedentary behaviour and obesity development in children and adolescents

    Open Access•Juan Pablo Rey-López, Germán Vicente-Rodriguez et al.•Nutrition, Metabolism and…•2008

  • The Public Health Impact of Obesity

    Tommy LS Visscher, Tommy L S Visscher et al.•Annual Review of Public Health•2001

  • The Motivational Pull of Video Games

    Open Access•Richard M Ryan, C Scott Rigby et al.•Motivation and Emotion•2006

  • Entertainment-Education and Social Change

    Arvind Singhal, Michael J Cody et al.•Entertainment-Education and…•2003

  • Patterns in sedentary and exercise behaviors and associations with overweight in 9–14-year-old boys and girls - a cross-sectional study

    Open Access•Saskia J Te Velde, Ilse De Bourdeaudhuij et al.•BMC Public Health•2007

  • The development of the Game Engagement Questionnaire

    Open Access•Jeanne Brockmyer, Jeanne H Brockmyer et al.•Journal of Experimental Social…•2009

Citations per year0.17
Citation span2014 - 2018 (5)
Highly citedNo

Tools

Open DOISci-HubOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae