Associations between digital gaming behavior and physical activity among Finnish vocational students

Digital gaming is considered to be a major sedentary lifestyle among youth. The time spent on digital gaming may also affect the physical behavior of young adults. Objective This study aimed to investigate the associations between various characteristics of digital gaming behavior (i.e., gaming time...

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Main Authors: Salmensalo, Mikko, Ruotsalainen, Heidi, Hylkilä, Krista, Kääriäinen, Maria, Konttila, Jenni, Männistö, Merja, Männikkö, Niko
Other Authors: fi=Oulun ammattikorkeakoulu|sv=Oulun ammattikorkeakoulu|en=Oulu University of Applied Sciences|
Format: Other/Unknown Material
Language:English
Published: Springer 2022
Subjects:
Online Access:http://www.theseus.fi/handle/10024/792332
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spelling fttheseus:oai:www.theseus.fi:10024/792332 2023-05-15T17:42:38+02:00 Associations between digital gaming behavior and physical activity among Finnish vocational students Salmensalo, Mikko Ruotsalainen, Heidi Hylkilä, Krista Kääriäinen, Maria Konttila, Jenni Männistö, Merja Männikkö, Niko fi=Oulun ammattikorkeakoulu|sv=Oulun ammattikorkeakoulu|en=Oulu University of Applied Sciences| 2022 http://www.theseus.fi/handle/10024/792332 en eng Springer Journal of Public Health 2198-1833 1613-2238 10.1007/s10389-022-01788-y http://www.theseus.fi/handle/10024/792332 URN:NBN:fi-fe2023033033917 CC BY 4.0 73204 digital gaming physical activity youth students publication fi=Publisher's version|sv=Publisher's version|en=Publisher's version| fi=Rinnakkaistallennetut artikkelit|sv=Parallellpublicationer|en=Self-archived articles| fi=A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä|sv=A1 Originalartikel i en vetenskaplig tidskrift|en=A1 Journal article (refereed), original research| 2022 fttheseus 2023-04-05T23:04:52Z Digital gaming is considered to be a major sedentary lifestyle among youth. The time spent on digital gaming may also affect the physical behavior of young adults. Objective This study aimed to investigate the associations between various characteristics of digital gaming behavior (i.e., gaming time, device, and game type) and participation in physical activity among Finnish vocational students. Materials and methods The research employed a cross-sectional survey design. The analyzed sample consisted of 773 students (455 males, 318 females) from eight vocational school units in Northern Finland who regularly played digital games. Data were collected via an online self-reported questionnaire, which included questions concerning average weekly time spent on digital gaming, preferred device, favorite types of games, and physical activity. Results The students spent an average of two hours each day playing digital games. Males preferred to play using personal computers (PCs), whereas mobile gaming was more popular among females. Shooter (42.4%) and entertainment (64.2%) games were the most popular game types among males and females, respectively. The results revealed that male gender and PC gaming were both positively related to physical inactivity among vocational school students. A preference toward sport games was inversely related with physical inactivity. Conclusion The presented findings can be utilized to develop interventions that target the prevention of sedentary behavior among vocational students. Further longitudinal studies will be required to reliably assess the relationship between digital gaming and physical activity. Other/Unknown Material Northern Finland Theseus.fi (Open Repository of the Universities of Applied Sciences)
institution Open Polar
collection Theseus.fi (Open Repository of the Universities of Applied Sciences)
op_collection_id fttheseus
language English
topic digital gaming
physical activity
youth
students
spellingShingle digital gaming
physical activity
youth
students
Salmensalo, Mikko
Ruotsalainen, Heidi
Hylkilä, Krista
Kääriäinen, Maria
Konttila, Jenni
Männistö, Merja
Männikkö, Niko
Associations between digital gaming behavior and physical activity among Finnish vocational students
topic_facet digital gaming
physical activity
youth
students
description Digital gaming is considered to be a major sedentary lifestyle among youth. The time spent on digital gaming may also affect the physical behavior of young adults. Objective This study aimed to investigate the associations between various characteristics of digital gaming behavior (i.e., gaming time, device, and game type) and participation in physical activity among Finnish vocational students. Materials and methods The research employed a cross-sectional survey design. The analyzed sample consisted of 773 students (455 males, 318 females) from eight vocational school units in Northern Finland who regularly played digital games. Data were collected via an online self-reported questionnaire, which included questions concerning average weekly time spent on digital gaming, preferred device, favorite types of games, and physical activity. Results The students spent an average of two hours each day playing digital games. Males preferred to play using personal computers (PCs), whereas mobile gaming was more popular among females. Shooter (42.4%) and entertainment (64.2%) games were the most popular game types among males and females, respectively. The results revealed that male gender and PC gaming were both positively related to physical inactivity among vocational school students. A preference toward sport games was inversely related with physical inactivity. Conclusion The presented findings can be utilized to develop interventions that target the prevention of sedentary behavior among vocational students. Further longitudinal studies will be required to reliably assess the relationship between digital gaming and physical activity.
author2 fi=Oulun ammattikorkeakoulu|sv=Oulun ammattikorkeakoulu|en=Oulu University of Applied Sciences|
format Other/Unknown Material
author Salmensalo, Mikko
Ruotsalainen, Heidi
Hylkilä, Krista
Kääriäinen, Maria
Konttila, Jenni
Männistö, Merja
Männikkö, Niko
author_facet Salmensalo, Mikko
Ruotsalainen, Heidi
Hylkilä, Krista
Kääriäinen, Maria
Konttila, Jenni
Männistö, Merja
Männikkö, Niko
author_sort Salmensalo, Mikko
title Associations between digital gaming behavior and physical activity among Finnish vocational students
title_short Associations between digital gaming behavior and physical activity among Finnish vocational students
title_full Associations between digital gaming behavior and physical activity among Finnish vocational students
title_fullStr Associations between digital gaming behavior and physical activity among Finnish vocational students
title_full_unstemmed Associations between digital gaming behavior and physical activity among Finnish vocational students
title_sort associations between digital gaming behavior and physical activity among finnish vocational students
publisher Springer
publishDate 2022
url http://www.theseus.fi/handle/10024/792332
genre Northern Finland
genre_facet Northern Finland
op_source 73204
op_relation Journal of Public Health
2198-1833
1613-2238
10.1007/s10389-022-01788-y
http://www.theseus.fi/handle/10024/792332
URN:NBN:fi-fe2023033033917
op_rights CC BY 4.0
_version_ 1766144534761177088