IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN

Descripción del Articulo

IN THE CONTEMPORARY LANDSCAPE, VIDEO GAMES HAVE EVOLVED FROM SIMPLE PASTIMES TO INTERACTIVE AND IMMERSIVE FORMS OF ENTERTAINMENT THAT SPAN A WIDE RANGE OF GENRES AND PLATFORMS. HOWEVER, THIS DEVELOPMENT HAS ALSO RAISED CONCERNS ABOUT THE INCREASE IN SEDENTARY BEHAVIORS AMONG SCHOOL-AGE CHILDREN, WHI...

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Detalles Bibliográficos
Autores: DÁVILA-MORÁN, ROBERTO CARLOS, RUIZ NIZAMA, JOSÉ LEONOR, CASTILLO-SÁENZ, RAFAEL ALAN, TORRES SIME, CESAR LORENZO, SALDAÑA NARRO, JULIO BRAYAN, PEÑA HUERTAS, JOSÉ GUSTAVO
Formato: artículo
Fecha de Publicación:2024
Institución:Universidad Nacional del Callao
Repositorio:UNAC-Institucional
Lenguaje:español
OAI Identifier:oai:repositorio.unac.edu.pe:20.500.12952/9861
Enlace del recurso:https://hdl.handle.net/20.500.12952/9861
Nivel de acceso:acceso abierto
Materia:ACTIVE VIDEO GAMES, HEALTH, PHYSICAL ACTIVITY, SEDENTARY BEHAVIORS, SOCIAL INTERACTION
https://purl.org/pe-repo/ocde/ford#5.00.00
Descripción
Sumario:IN THE CONTEMPORARY LANDSCAPE, VIDEO GAMES HAVE EVOLVED FROM SIMPLE PASTIMES TO INTERACTIVE AND IMMERSIVE FORMS OF ENTERTAINMENT THAT SPAN A WIDE RANGE OF GENRES AND PLATFORMS. HOWEVER, THIS DEVELOPMENT HAS ALSO RAISED CONCERNS ABOUT THE INCREASE IN SEDENTARY BEHAVIORS AMONG SCHOOL-AGE CHILDREN, WHICH COULD CONTRIBUTE TO HEALTH PROBLEMS SUCH AS CHILDHOOD OBESITY AND OTHER LIFESTYLE DISEASES. THE OBJECTIVE OF THIS STUDY WAS TO ESTABLISH THE IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN FROM A PERUVIAN EDUCATIONAL INSTITUTION. THE STUDY HAS A QUANTITATIVE APPROACH AND A NON-EXPERIMENTAL DESIGN, APPLIED AND EXPLANATORY LEVEL, WAS ADOPTED. THE SAMPLE WAS SELECTED THROUGH INTENTIONAL NON-PROBABILISTIC SAMPLING, COMPOSED OF 121 SECOND, THIRD AND FOURTH GRADE STUDENTS FROM A PERUVIAN EDUCATIONAL INSTITUTION AND THEIR PARENTS. THE QUESTIONNAIRE WAS USED TO COLLECT THE DATA. THE RESULTS INDICATE THAT THE USE OF ACTIVE VIDEO GAMES REACHED 39.67% (48) OF THE PARTICIPANTS PRESENTED A MEDIUM LEVEL. REGARDING THE SEDENTARY BEHAVIOR VARIABLE, IT WAS FOUND THAT 45.45% (55) OF THE PARTICIPANTS PRESENTED A LOW LEVEL. IT IS CONCLUDED THAT WHEN EXAMINING THE LINEAR REGRESSION COEFFICIENT R, WHICH STANDS AT 0.274, IT IS FOUND THAT ACTIVE VIDEO GAMES HAVE AN IMPACT OF 27.4% ON SEDENTARY BEHAVIORS. © COPYRIGHT: FEDERACIÓN ESPAÑOLA DE ASOCIACIONES DE DOCENTES DE EDUCACIÓN FÍSICA (FEADEF)
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