Abstract

BackgroundExergaming is technology-driven physical activity (PA) which, unlike traditional video game play, requires that participants be physically active to play the game. Exergaming may have potential to increase PA and decrease sedentary behavior in youth, but little is known about sustained exergaming.ObjectiveThe objectives of this study were to describe the frequency, correlates, and predictors of sustained exergaming.MethodsData were available in AdoQuest (2005-11), a longitudinal investigation of 1843 grade 5 students in Montréal, Canada. This analysis used data from grade 9 (2008-09) and 11 (2010-11). Participants at Time 1 (T1; mean age 14 years, SD 0.8 ) who reported past-week exergaming (n=186, 19.1% of AdoQuest sample) completed mailed self-report questionnaires at Time 2 (T2; mean age 16 years, SD 0.8). Independent sociodemographic, psychological, and behavioral correlates (from T2)/predictors (from T1 or earlier) were identified using multivariable logistic regression.ResultsOf 186 exergamers at T1, 81 (44%) reported exergaming at T2. Being female and having higher introjected regulation (ie, a type of PA motivation indicative of internalizing PA as a behavior) were independent correlates. None of the predictors investigated were associated with sustained exergaming.ConclusionsAlmost half of grade 9 exergamers sustained exergaming for 2 years. Exergaming may be a viable approach to help adolescents engage in and sustain PA during adolescence. Sex and PA motivation may be important in the sustainability of exergaming.

Highlights

  • BackgroundOnly 8% of Canadian youth meet current physical activity (PA) recommendations [1] and they spend up to 9 hours sitting daily, often in screen-time pursuits [1,2]

  • Almost half of grade 9 exergamers sustained exergaming for 2 years

  • Effective programs and public health policy are needed to address these issues because co-occurrence of low PA and high sedentary time contributes to childhood obesity and its numerous, deleterious health sequelae [6,7,8,9]

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Summary

Introduction

8% of Canadian youth meet current physical activity (PA) recommendations [1] and they spend up to 9 hours sitting daily, often in screen-time pursuits [1,2]. Youth who do not meet PA recommendations are unlikely to benefit from the positive effects of PA on health [3,4], and sedentary youth may experience a wide range of negative physical and mental health issues [5]. Effective programs and public health policy are needed to address these issues because co-occurrence of low PA and high sedentary time contributes to childhood obesity and its numerous, deleterious health sequelae [6,7,8,9]. Exergaming may have potential to increase PA and decrease sedentary behavior in youth, but little is known about sustained exergaming

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