TY - JOUR
T1 - Reconceptualizing the Link between Screen Time When Gaming with Physical Activity and Sedentary Behavior
AU - Kaye, Linda
AU - Levy, Andy
PY - 2017
Y1 - 2017
N2 - With public health concerns surrounding rates of sedentary behaviour, there is often speculation on the role of screen time (in which “computer gaming” is commonly encompassed) as a key contributor to this epidemic. We argue that these assertions are based upon a number of problematic assumptions. Particularly, the notion that screen-time necessitates inactivity or sedentary behaviour, can be refuted based on the empirical literature. Additionally, digital gaming as one so-called problematic screen-time behaviour consists a failed assumption that all games proffer equivalent physical affordances. We argue that these assumptions should be revisited, in which a reconceptualisation of screen-time activities (with specific reference to gaming) and its link with inactivity and/or sedentary behaviour should be a key agenda. Within this, we introduce a conceptual model of how this may be realised, with the intention that this may offer a practical guide for researchers, and indeed health professionals in this field.
AB - With public health concerns surrounding rates of sedentary behaviour, there is often speculation on the role of screen time (in which “computer gaming” is commonly encompassed) as a key contributor to this epidemic. We argue that these assertions are based upon a number of problematic assumptions. Particularly, the notion that screen-time necessitates inactivity or sedentary behaviour, can be refuted based on the empirical literature. Additionally, digital gaming as one so-called problematic screen-time behaviour consists a failed assumption that all games proffer equivalent physical affordances. We argue that these assumptions should be revisited, in which a reconceptualisation of screen-time activities (with specific reference to gaming) and its link with inactivity and/or sedentary behaviour should be a key agenda. Within this, we introduce a conceptual model of how this may be realised, with the intention that this may offer a practical guide for researchers, and indeed health professionals in this field.
UR - http://www.liebertpub.com/overview/cyberpsychology-behavior-and-social-networking/10/
U2 - 10.1089/cyber.2017.0067
DO - 10.1089/cyber.2017.0067
M3 - Article (journal)
SN - 2152-2723
VL - 20
SP - 769
EP - 773
JO - Cyberpsychology, Behavior and Social Networking
JF - Cyberpsychology, Behavior and Social Networking
IS - 12
ER -