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...
Autores: | , , , , , |
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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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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 |
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institution |
UNAC |
reponame_str |
UNAC-Institucional |
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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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Nota importante:
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).