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Parents' and children's perceptions of active video games: a focus group study. | LitMetric

AI Article Synopsis

  • Active Video Games (AVGs) can boost heart rate and oxygen consumption, making them a potential tool for combating childhood inactivity and obesity.
  • Both children and parents view AVGs positively for enhancing activity and fitness, but there are barriers to consistent use, including high costs and limited playing space at home.
  • The long-term engagement with AVGs varies by game content and age, with younger kids finding them more suitable than teenagers, suggesting that addressing these barriers is crucial for maximizing their effectiveness.

Article Abstract

Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associated with increases in heart rate and oxygen consumption. It is proposed that playing AVGs may be a useful means of addressing inactivity and obesity in children. This study explored children's and parents' perceptions of AVGs and the likely facilitators and barriers to sustained use of AVGs. Data were gathered using focus group interviews: seven with children, four with adults. Both children and parents reported that AVGs offered a way to increase activity and improve fitness. Barriers to sustained engagement, according to parents, were the cost of AVGs and lack of space in the home to play the games. According to children, the likelihood of long-term engagement with AVGs depended on game content and child age, with AVGs being seen as more appropriate for younger children than teenagers. It would appear that there is potential for AVGs to reduce inactivity in young people. However, barriers to widespread, sustainable adoption would need to be addressed if this potential is to be realized.

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Source
http://dx.doi.org/10.1177/1367493509359173DOI Listing

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