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

journal contribution
posted on 2010-06-01, 00:00 authored by R Dixon, Ralph MaddisonRalph Maddison, C Ni Mhurchu, A Jull, P Meagher-Lundberg, D Widdowson
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.

History

Journal

Journal of child health care

Volume

14

Issue

2

Pagination

189 - 199

Publisher

Sage

Location

London, England

ISSN

1367-4935

eISSN

1741-2889

Language

eng

Publication classification

C Journal article; C1.1 Refereed article in a scholarly journal

Copyright notice

2010, The Author(s)