TY - JOUR
T1 - Impacto de los videojuegos activos en conductas sedentarias en niños en edad escolar
AU - Dávila-Morán, Roberto Carlos
AU - Ruiz Nizama, José Leonor
AU - Castillo-Sáenz, Rafael Alan
AU - Torres Sime, Cesar Lorenzo
AU - Saldaña Narro, Julio Brayan
AU - Peña Huertas, José Gustavo
N1 - Publisher Copyright:
© Copyright: Federación Española de Asociaciones de Docentes de Educación Física (FEADEF)
PY - 2024/6
Y1 - 2024/6
N2 - In the contemporary landscape, video games have evolved from simple pastimes to interactive and immersive forms of entertainment that span a wide range of genres and platforms. However, this development has also raised concerns about the increase in sedentary behaviors among school-age children, which could contribute to health problems such as childhood obesity and other lifestyle diseases. The objective of this study was to establish the impact of active video games on sedentary behaviors in school-age children from a Peruvian educational institution. The study has a quantitative approach and a non-experimental design, applied and explanatory level, was adopted. The sample was selected through intentional non-probabilistic sampling, composed of 121 second, third and fourth grade students from a Peruvian educational institution and their parents. The questionnaire was used to collect the data. The results indicate that the use of active video games reached 39.67% (48) of the participants presented a medium level. Regarding the sedentary behavior variable, it was found that 45.45% (55) of the participants presented a low level. It is concluded that when examining the linear regression coefficient R, which stands at 0.274, it is found that active video games have an impact of 27.4% on sedentary behaviors.
AB - In the contemporary landscape, video games have evolved from simple pastimes to interactive and immersive forms of entertainment that span a wide range of genres and platforms. However, this development has also raised concerns about the increase in sedentary behaviors among school-age children, which could contribute to health problems such as childhood obesity and other lifestyle diseases. The objective of this study was to establish the impact of active video games on sedentary behaviors in school-age children from a Peruvian educational institution. The study has a quantitative approach and a non-experimental design, applied and explanatory level, was adopted. The sample was selected through intentional non-probabilistic sampling, composed of 121 second, third and fourth grade students from a Peruvian educational institution and their parents. The questionnaire was used to collect the data. The results indicate that the use of active video games reached 39.67% (48) of the participants presented a medium level. Regarding the sedentary behavior variable, it was found that 45.45% (55) of the participants presented a low level. It is concluded that when examining the linear regression coefficient R, which stands at 0.274, it is found that active video games have an impact of 27.4% on sedentary behaviors.
KW - active video games
KW - health
KW - physical activity
KW - sedentary behaviors
KW - social interaction
UR - http://www.scopus.com/inward/record.url?scp=85194001000&partnerID=8YFLogxK
U2 - 10.47197/retos.v55.106111
DO - 10.47197/retos.v55.106111
M3 - Artículo
AN - SCOPUS:85194001000
SN - 1579-1726
VL - 55
SP - 804
EP - 815
JO - Retos
JF - Retos
ER -