Wii "Fit"? Correlates of time spent video-exercising

Abstract

Sedentary behavior is associated with obesity and related cardiometabolic consequences in adolescents, however screen time (watching television, browsing the Internet, playing computer games) has increased in the past 20 years. Active video games (AVG), such as Wii fit, may be effective at increasing physical activity (PA) levels among sedentary adolescents. Purpose: To identify the personal, cognitive, and behavioural determinants of High-Gamers (HG) who play AVG?1hr/day. Method: Data were available in AdoQuest, an ongoing longitudinal investigation of 1843 students initially aged 10-12 years. The analytic sample included 1244 participants who completed a mailed self-report questionnaire in 2008-9 (aged 14-15 yrs). Results: In univariate analyses, HG were significantly (p<.05) more likely to be male and to spend more time than "non-gamers" watching television, using the computer, playing video-games, and doing their homework. HG were less likely to be employed, drink alcohol, binge drink and use other psycho-active substances. Finally HG had a higher BMI and were more likely to perceive themselves as being overweight. Conclusions: AVG could be an effective form of PA for adolescents; HG may still need to limit?sedentary behaviors in order to optimize health benefits.?

Acknowledgments: ICE grant and the INSPQ