Active and non-active video gaming among Dutch adolescents: Who plays and how much?

  • Simons M
  • de Vet E
  • Brug J
 et al. 
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Objectives: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Design: Cross-sectional. Methods: A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n= 373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demographic correlates of active gaming (≥1. h per week) and non-active gaming (>7 h per week). Results: Of all participants (n= 373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gaming adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9). min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5). min. Non-active gaming adolescents played on average on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0). min and 1.4 (sd = 0.65) days per weekend for 80 (sd = 50.8). min. Adolescents attending lower levels of education were more likely to play active games ≥1. h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games >7. h per week, than girls or younger adolescents. Conclusions: Many adolescents play active games, especially those following a lower educational level, but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming.

Author-supplied keywords

  • Adolescent
  • Demography
  • Exergames
  • Physical activity
  • Sedentary lifestyle
  • Video games

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  • Monique Simons

  • Emely de Vet

  • Johannes Brug

  • Jaap Seidell

  • Mai J.M. Chinapaw

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