PLoS ONE (Jan 2022)

The influence of active video game play upon physical activity and screen-based activities in sedentary children

  • Kelsey E. Ufholz,
  • Kyle D. Flack,
  • James N. Roemmich

Journal volume & issue
Vol. 17, no. 6

Abstract

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Background Few children meet physical activity recommendations, partly due to the prevalence of screen-based sedentary activities. Active video game (AVG) play produces light to moderate physical activity. Yet, providing children access to AVG does not increase physical activity, possibly because children who play AVG may also tend towards sedentary screen-based activities. How multiple days of AVG play influences children’s choice of other activities is not yet known. Purpose To examine how AVG influences children’s physical activity, sedentary screen-based activities, and other alternative activities. Methods Sedentary children (N = 49) played AVG 3 times/week and sedentary video games (SVG) ad libitum for 6 weeks, followed by 4 weeks of ad libitum play of both AVG and SVG. Participants wore an activity monitor for 7 days and completed a 24-hour activity recall on 4 randomly selected days at baseline, week 6, and week 10. Results AVG play increased during the intervention (p Conclusion AVG play did not change children’s objectively-measured physical activity or subjectively measured active play. SVG time was substituted with other sedentary behaviors. AVG did not increase time engaged in SVG or screen-based devices.