Sitter "gamers" mer än andra? : En tvärsnittsstudie om sambanden mellan stillasittande, datorspelande och motivation för fysisk aktivitet hos ungdomar

Detta är en Kandidat-uppsats från Gymnastik- och idrottshögskolan, GIH/Institutionen för fysisk aktivitet och hälsa

Sammanfattning: Aim The aim of this study is to investigate the relationship between sedentary-time, gaming and motivation for physical activity in Swedish adolescents. Method This study was conducted using a questionnaire based on Lena Kalling's evaluation of screening questions about physical activity by the National Board of Health and Welfare (Kallings 2019), as well as guidelines developed by Statistics Sweden (SCB 2016). The study was conducted as a cross-sectional study. A database has been constructed with the survey results with the purpose of performing a statistical analysis. Results A total of 41 people participated in this study, 29 boys and 12 girls. Sedentary time has been quantified in two ways, the individuals own estimate and a calculation based on the lower limit of given response intervals. Spearman correlations between computer gaming and total own estimated sedentary time were r = -0,28 (p = 0,13) and corrected for covariance with gender r = -0,23 (p=0,23). Similar correlations for calculated sedentary time and computer gaming were r = 0,16 (p=0,32) and corrected for covariance with gender r = 0,07 (p=0,67).  The two most frequent motivating factors for physical activity are “it’s fun” and “I feel good or know it’s good for me”. Mann-Whitney U-tests show that none of these are significant with respect to difference in computer gaming (p=0,75 and p=0,40, respectively). A motivation factor “I want to get better at something” is almost significant (p=0.07). This group are playing computer games on average 1,14 hours (median, N=25), compared to 0,00 hours (median, N=16) for those who did not select the factor. Conclusions The study shows that adolescents who play or are interested in computer games are not more sedentary than adolescents in general. Two different independent measures for sedentary time have been used and there was no association between computer gaming and sedentary behavior. There were no differences in motivational factors towards physical activity, neither moderate nor intense for adolescents playing computer games compared to adolescent in general.

  HÄR KAN DU HÄMTA UPPSATSEN I FULLTEXT. (följ länken till nästa sida)