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EXERGAMES IN ADOLESCENTS: ASSOCIATED FACTORS AND POSSIBLE REDUCTION IN SEDENTARY TIME.
Custódio, Iazana Garcia; Hino, Adriano Akira Ferreira; Rodriguez, Cristiano Copetti; Camargo, Edina Maria de; Reis, Rodrigo Siqueira.
Afiliação
  • Custódio IG; Universidade Tecnológica Federal do Paraná, Curitiba, PR, Brazil.
  • Hino AAF; Pontifícia Universidade Católica do Paraná, Curitiba, PR, Brazil.
  • Rodriguez CC; Universidade Tecnológica Federal do Paraná, Curitiba, PR, Brazil.
  • Camargo EM; Universidade Federal do Paraná, Curitiba, PR, Brazil.
  • Reis RS; Washington University in St. Louis, Brown School, Saint Louis, Missouri, United States of America.
Rev Paul Pediatr ; 37(4): 442-449, 2019.
Article em En, Pt | MEDLINE | ID: mdl-31621789
ABSTRACT

OBJECTIVE:

To describe the use of exergames, associated factors and to quantify the time attributed to the use of exergames within the time spent on video games in a sample of adolescents from Curitiba, Paraná, Brazil.

METHODS:

This was a cross-sectional study that evaluated frequency and weekly volume of physical activities using the Physical Activity Questionnaire for Adolescents. Weekly frequency and daily time of use of exergames and videogames were self-reported. Mann-Whitney and Kruskal Wallis tests were used to compare the time spent playing exergames, and Poisson regression was used to test the associations (p<0.05).

RESULTS:

495 adolescents were interviewed (51.3% girls), predominantly aged between 12 and 13 years (41.3%), under/normal weight (60.4%), medium socioeconomic status (39.8 %) and from public schools (69.3%). Most of the participants did not have video games in their bedroom (74.3%) and did not reach recommended levels of physical activity (55.5%). One in five adolescents used exergames (16.4%). Age (RP 0.54; 95%CI 0.30-0.97, p=0.039) and having a console in the bedroom (RP 1.89; 95%CI 1.27- 2.81, p=0.002) were associated with exergame use. Male sex (X_ 195.0; AIQ 486.3; p=0.024) practice of leisure time physical activity (X_ 160.0; AIQ 350.0; p=0.048) were associated with weekly volume of exergame use.

CONCLUSIONS:

Overall, less than two out of ten adolescents used exergames, and the use was higher among young adolescents and those who had a console in their bedrooms. Volume of use was higher among boys and those performing more than five hours of leisure time physical activity per week. In addition, a considerable part of the time devoted to the use of video games, was in fact, destined to the use of exergames.
Assuntos

Texto completo: 1 Base de dados: MEDLINE Assunto principal: Exercício Físico / Comportamento do Adolescente / Jogos de Vídeo / Comportamento Sedentário Tipo de estudo: Observational_studies / Prevalence_studies / Risk_factors_studies Limite: Adolescent / Child / Female / Humans / Male País como assunto: America do sul / Brasil Idioma: En / Pt Ano de publicação: 2019 Tipo de documento: Article

Texto completo: 1 Base de dados: MEDLINE Assunto principal: Exercício Físico / Comportamento do Adolescente / Jogos de Vídeo / Comportamento Sedentário Tipo de estudo: Observational_studies / Prevalence_studies / Risk_factors_studies Limite: Adolescent / Child / Female / Humans / Male País como assunto: America do sul / Brasil Idioma: En / Pt Ano de publicação: 2019 Tipo de documento: Article