Acute effect of active video games on older children's mood change

Citation data:

Computers in Human Behavior, ISSN: 0747-5632, Vol: 70, Page: 97-103

Publication Year:
2017
Usage 2326
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DOI:
10.1016/j.chb.2016.12.060
Author(s):
Jung Eun Lee, Ping Xiang, Zan Gao
Publisher(s):
Elsevier BV
Tags:
Arts and Humanities, Computer Science, Psychology
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article description
Although the benefits of physical activity are well acknowledged, many inactive yet unfit children perceive physical activity as unpleasant, which may be one of the contributing factors to childhood obesity rate. Active video games (AVGs) are an innovative, fun approach to promote children's physical activity. This study investigated the acute effect of playing a single bout of AVGs on children's mood change and whether mood change differed by gender and age group (grade). Sixty-eight third and 66 fourth grade children completed the Brunel Mood Scale (BRUMS) immediately before and after attending a 30-min AVGs session. Results revealed a short bout of AVGs significantly reduced anger/depression and vigor, and fourth grade children had greater vigor than the third graders. AVGs can be an effective physical activity that could reduce negative mood state, however several factors may need to be considered to increase positive mood.

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