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

Abstract 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., g...

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Main Authors: Salmensalo, M. (Mikko), Ruotsalainen, H. (Heidi), Hylkilä, K. (Krista), Kääriäinen, M. (Maria), Konttila, J. (Jenni), Männistö, M. (Merja), Männikkö, N. (Niko)
Format: Article in Journal/Newspaper
Language:English
Published: Springer Nature 2022
Subjects:
Online Access:http://urn.fi/urn:nbn:fi-fe2023071090485
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spelling ftunivoulu:oai:oulu.fi:nbnfi-fe2023071090485 2023-07-30T04:05:49+02:00 Associations between digital gaming behavior and physical activity among Finnish vocational students Salmensalo, M. (Mikko) Ruotsalainen, H. (Heidi) Hylkilä, K. (Krista) Kääriäinen, M. (Maria) Konttila, J. (Jenni) Männistö, M. (Merja) Männikkö, N. (Niko) 2022 application/pdf http://urn.fi/urn:nbn:fi-fe2023071090485 eng eng Springer Nature info:eu-repo/semantics/openAccess © The Author(s) 2022. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. https://creativecommons.org/licenses/by/4.0/ Digital gaming Physical activity Students Youth info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion 2022 ftunivoulu 2023-07-12T22:59:26Z Abstract 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. Article in Journal/Newspaper Northern Finland Jultika - University of Oulu repository
institution Open Polar
collection Jultika - University of Oulu repository
op_collection_id ftunivoulu
language English
topic Digital gaming
Physical activity
Students
Youth
spellingShingle Digital gaming
Physical activity
Students
Youth
Salmensalo, M. (Mikko)
Ruotsalainen, H. (Heidi)
Hylkilä, K. (Krista)
Kääriäinen, M. (Maria)
Konttila, J. (Jenni)
Männistö, M. (Merja)
Männikkö, N. (Niko)
Associations between digital gaming behavior and physical activity among Finnish vocational students
topic_facet Digital gaming
Physical activity
Students
Youth
description Abstract 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.
format Article in Journal/Newspaper
author Salmensalo, M. (Mikko)
Ruotsalainen, H. (Heidi)
Hylkilä, K. (Krista)
Kääriäinen, M. (Maria)
Konttila, J. (Jenni)
Männistö, M. (Merja)
Männikkö, N. (Niko)
author_facet Salmensalo, M. (Mikko)
Ruotsalainen, H. (Heidi)
Hylkilä, K. (Krista)
Kääriäinen, M. (Maria)
Konttila, J. (Jenni)
Männistö, M. (Merja)
Männikkö, N. (Niko)
author_sort Salmensalo, M. (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 Nature
publishDate 2022
url http://urn.fi/urn:nbn:fi-fe2023071090485
genre Northern Finland
genre_facet Northern Finland
op_rights info:eu-repo/semantics/openAccess
© The Author(s) 2022. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
https://creativecommons.org/licenses/by/4.0/
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