Parents' and children's perceptions of active video games: a focus group study

J Child Health Care. 2010 Jun;14(2):189-99. doi: 10.1177/1367493509359173. Epub 2010 Mar 4.

Abstract

Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associated with increases in heart rate and oxygen consumption. It is proposed that playing AVGs may be a useful means of addressing inactivity and obesity in children. This study explored children's and parents' perceptions of AVGs and the likely facilitators and barriers to sustained use of AVGs. Data were gathered using focus group interviews: seven with children, four with adults. Both children and parents reported that AVGs offered a way to increase activity and improve fitness. Barriers to sustained engagement, according to parents, were the cost of AVGs and lack of space in the home to play the games. According to children, the likelihood of long-term engagement with AVGs depended on game content and child age, with AVGs being seen as more appropriate for younger children than teenagers. It would appear that there is potential for AVGs to reduce inactivity in young people. However, barriers to widespread, sustainable adoption would need to be addressed if this potential is to be realized.

MeSH terms

  • Adolescent
  • Adolescent Behavior / physiology*
  • Adult
  • Age Factors
  • Attitude
  • Child
  • Child Behavior / physiology*
  • Exercise / physiology*
  • Female
  • Focus Groups
  • Heart Rate / physiology
  • Humans
  • Male
  • Oxygen Consumption / physiology
  • Parents / psychology*
  • Psychology, Adolescent*
  • Psychology, Child*
  • Video Games* / psychology