PERCEPTION OF ACTIVE VIDEO GAMING IN ENHANCEMENT OF PHYSICAL ACTIVITY AMONG ADOLESCENTS

Background: Active Video Games (AVGs) require players to perform movements that are mirrored by characters on-screen, integrating physical activity into gaming. This synergy of technology and exercise provides a dynamic way to remain active by engaging in digital entertainment, redefining traditional video gameplay. Objective: This study aims to assess adolescents' perceptions of active video gaming and explore its association with physical activity, considering AVGs potential to alter exercise behaviors. Methods: A cross-sectional study was conducted with 385 adolescents aged 12-25 years. The study was divided into three phases: initial demographic data collection, assessing awareness of AVGs through a questionnaire, and evaluating perceptions of AVGs via diverse inquiry methods to understand their impact on physical activity levels. Results: Findings indicate a robust correlation between active video gaming and increased physical activity among adolescents, with a notably positive perception of AVGs. The majority of participants (68%) reported a favorable view towards AVGs as a form of exercise, and 62% acknowledged an increase in their physical activity levels due to AVGs. Conclusion: AVGs demonstrate significant potential as a motivational tool for increasing physical activity among youth, making exercise more accessible and appealing through gamified experiences. There remains a keen interest among adolescents to learn more about the benefits of AVGs.

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Publication Details

Journal
Insights-Journal of Health and Rehabilitation
Published
2024-10-31
DOI
https://doi.org/10.71000/ijhr107
Primary Topic
Sports and Physical Education Research
Type
article
Field-Weighted Citation Impact
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article

PERCEPTION OF ACTIVE VIDEO GAMING IN ENHANCEMENT OF PHYSICAL ACTIVITY AMONG ADOLESCENTS

Laiba Farooq, Nosheen Manzoor, Areeba Rizwan, Isha Fatima et al.
Insights-Journal of Health and Rehabilitation
Sports and Physical Education Research
article

PERCEPTION OF ACTIVE VIDEO GAMING IN ENHANCEMENT OF PHYSICAL ACTIVITY AMONG ADOLESCENTS

Laiba Farooq, Nosheen Manzoor, Areeba Rizwan, Isha Fatima, Nayla Ijaz, Sonia Babar
article en

Abstract

Background: Active Video Games (AVGs) require players to perform movements that are mirrored by characters on-screen, integrating physical activity into gaming. This synergy of technology and exercise provides a dynamic way to remain active by engaging in digital entertainment, redefining traditional video gameplay. Objective: This study aims to assess adolescents' perceptions of active video gaming and explore its association with physical activity, considering AVGs potential to alter exercise behaviors. Methods: A cross-sectional study was conducted with 385 adolescents aged 12-25 years. The study was divided into three phases: initial demographic data collection, assessing awareness of AVGs through a questionnaire, and evaluating perceptions of AVGs via diverse inquiry methods to understand their impact on physical activity levels. Results: Findings indicate a robust correlation between active video gaming and increased physical activity among adolescents, with a notably positive perception of AVGs. The majority of participants (68%) reported a favorable view towards AVGs as a form of exercise, and 62% acknowledged an increase in their physical activity levels due to AVGs. Conclusion: AVGs demonstrate significant potential as a motivational tool for increasing physical activity among youth, making exercise more accessible and appealing through gamified experiences. There remains a keen interest among adolescents to learn more about the benefits of AVGs.

Insights-Journal of Health and RehabilitationVol. 2(2 (Health & Rehab))
Lahore School of Economics (PK), Sheikh Shakhbout Medical City (AE), The Women University Multan (PK), University of Management and Technology (PK)
Quality Education
Openalex Percentile: Top 56%
Sports and Physical Education Research
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