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

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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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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
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spelling DÁVILA-MORÁN, ROBERTO CARLOSRUIZ NIZAMA, JOSÉ LEONORCASTILLO-SÁENZ, RAFAEL ALANTORRES SIME, CESAR LORENZOSALDAÑA NARRO, JULIO BRAYANPEÑA HUERTAS, JOSÉ GUSTAVO2025-02-28T20:31:49Z2025-02-28T20:31:49Z202415791726https://hdl.handle.net/20.500.12952/986110.47197/retos.v55.106111IN 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)application/pdfspaRETOSinfo:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by/4.0/ACTIVE VIDEO GAMES, HEALTH, PHYSICAL ACTIVITY, SEDENTARY BEHAVIORS, SOCIAL INTERACTIONhttps://purl.org/pe-repo/ocde/ford#5.00.00IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDRENinfo:eu-repo/semantics/articlereponame:UNAC-Institucionalinstname:Universidad Nacional del Callaoinstacron:UNAC20.500.12952/9861oai:repositorio.unac.edu.pe:20.500.12952/98612025-02-28 15:31:49.754Repositorio Institucional Digital de la Universidad Nacional del Callaorepositorio@unac.edu.pe
dc.title.es_PE.fl_str_mv IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN
title IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN
spellingShingle IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN
DÁVILA-MORÁN, ROBERTO CARLOS
ACTIVE VIDEO GAMES, HEALTH, PHYSICAL ACTIVITY, SEDENTARY BEHAVIORS, SOCIAL INTERACTION
https://purl.org/pe-repo/ocde/ford#5.00.00
title_short IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN
title_full IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN
title_fullStr IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN
title_full_unstemmed IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN
title_sort IMPACT OF ACTIVE VIDEO GAMES ON SEDENTARY BEHAVIORS IN SCHOOL-AGE CHILDREN
author DÁVILA-MORÁN, ROBERTO CARLOS
author_facet DÁVILA-MORÁN, ROBERTO CARLOS
RUIZ NIZAMA, JOSÉ LEONOR
CASTILLO-SÁENZ, RAFAEL ALAN
TORRES SIME, CESAR LORENZO
SALDAÑA NARRO, JULIO BRAYAN
PEÑA HUERTAS, JOSÉ GUSTAVO
author_role author
author2 RUIZ NIZAMA, JOSÉ LEONOR
CASTILLO-SÁENZ, RAFAEL ALAN
TORRES SIME, CESAR LORENZO
SALDAÑA NARRO, JULIO BRAYAN
PEÑA HUERTAS, JOSÉ GUSTAVO
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv DÁVILA-MORÁN, ROBERTO CARLOS
RUIZ NIZAMA, JOSÉ LEONOR
CASTILLO-SÁENZ, RAFAEL ALAN
TORRES SIME, CESAR LORENZO
SALDAÑA NARRO, JULIO BRAYAN
PEÑA HUERTAS, JOSÉ GUSTAVO
dc.subject.es_PE.fl_str_mv ACTIVE VIDEO GAMES, HEALTH, PHYSICAL ACTIVITY, SEDENTARY BEHAVIORS, SOCIAL INTERACTION
topic ACTIVE VIDEO GAMES, HEALTH, PHYSICAL ACTIVITY, SEDENTARY BEHAVIORS, SOCIAL INTERACTION
https://purl.org/pe-repo/ocde/ford#5.00.00
dc.subject.ocde.es_PE.fl_str_mv https://purl.org/pe-repo/ocde/ford#5.00.00
description 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)
publishDate 2024
dc.date.accessioned.none.fl_str_mv 2025-02-28T20:31:49Z
dc.date.available.none.fl_str_mv 2025-02-28T20:31:49Z
dc.date.issued.fl_str_mv 2024
dc.type.es_PE.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.issn.none.fl_str_mv 15791726
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12952/9861
dc.identifier.doi.none.fl_str_mv 10.47197/retos.v55.106111
identifier_str_mv 15791726
10.47197/retos.v55.106111
url https://hdl.handle.net/20.500.12952/9861
dc.language.iso.none.fl_str_mv spa
language spa
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
dc.rights.uri.es_PE.fl_str_mv https://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0/
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv RETOS
publisher.none.fl_str_mv RETOS
dc.source.none.fl_str_mv reponame:UNAC-Institucional
instname:Universidad Nacional del Callao
instacron:UNAC
instname_str Universidad Nacional del Callao
instacron_str UNAC
institution UNAC
reponame_str UNAC-Institucional
collection UNAC-Institucional
repository.name.fl_str_mv Repositorio Institucional Digital de la Universidad Nacional del Callao
repository.mail.fl_str_mv repositorio@unac.edu.pe
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