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