Objective: The aim of the study was to examine the associations of sports video gaming behaviour in the sociological concept of Physical Activity Relationships (PAR) and to see if sports video gaming differs by gender.Methods: A convenience sample of children between 11-12 years of age (n = 114) from three Finnish regions completed a questionnaire on perceptions of their video gaming and physical activity habits. Differences by gender were tested by contingency tables, and blockwise binary logistic regressions were used to examine the strength of association with physical activity behaviour in PAR.Results: Almost all girls had low importance to video gaming and over two thirds (71%) reported their frequency in sports video gaming was less t...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
Objective: The aim of the study was to examine the associations of sports video gaming behaviour in ...
Nowadays our society lives in a technological era that has led to a “technological sedentariness” re...
This is an Accepted Manuscript of an article published by Taylor & Francis Group in Journal of Youth...
Objective: In the laboratory, active gaming has been shown to increase physical activity levels in c...
The purpose of the study was to compare the play pattern of “exergames” and seated internet-based vi...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...
Increasing physical activity (PA) and reducing the time spent sedentary can favourably impact health...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video gam...
Background: Playing video games contributes substantially to sedentary behavior in youth. A new gene...
(1) Background: Society is changing amazingly fast, and this is bringing about changes in the way th...
Exergaming has been observed to be a viable supplemental approach in promoting physical activity (PA...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video gam...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
Objective: The aim of the study was to examine the associations of sports video gaming behaviour in ...
Nowadays our society lives in a technological era that has led to a “technological sedentariness” re...
This is an Accepted Manuscript of an article published by Taylor & Francis Group in Journal of Youth...
Objective: In the laboratory, active gaming has been shown to increase physical activity levels in c...
The purpose of the study was to compare the play pattern of “exergames” and seated internet-based vi...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...
Increasing physical activity (PA) and reducing the time spent sedentary can favourably impact health...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video gam...
Background: Playing video games contributes substantially to sedentary behavior in youth. A new gene...
(1) Background: Society is changing amazingly fast, and this is bringing about changes in the way th...
Exergaming has been observed to be a viable supplemental approach in promoting physical activity (PA...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video gam...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...
BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increa...