Reconceptualising the link between screen- time when gaming with physical activity and sedentary behaviour.

Kaye, Linda and Levy, Andy (2017) Reconceptualising the link between screen- time when gaming with physical activity and sedentary behaviour. Cyberpsychology, Behavior and Social Networking, 20 (12). pp. 769-773. ISSN 2152-2723 DOI https://www.liebertpub.com/doi/10.1089/cyber.2017.0067

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Abstract

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.

Item Type: Article
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Divisions: Psychology
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Date Deposited: 04 Dec 2017 12:32
URI: http://repository.edgehill.ac.uk/id/eprint/9881

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