Reconceptualizing the Link Between Screen Time When Gaming with Physical Activity and Sedentary Behavior

Cyberpsychol Behav Soc Netw. 2017 Dec;20(12):769-773. doi: 10.1089/cyber.2017.0067.

Abstract

With public health concerns surrounding rates of sedentary behavior (SB), 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 SB can be refuted based on the empirical literature. In addition, digital gaming as one so-called problematic screen-time behavior consists of a failed assumption that all games proffer equivalent physical affordances. We argue that these assumptions should be revisited, in which a reconceptualization of screen-time activities (with specific reference to gaming) and its link with inactivity and/or SB should be a key agenda. Within this, we introduce a conceptual model of how this may be realized, with the intention that this may offer a practical guide for researchers, and indeed for health professionals in this field.

Keywords: conceptual model; gaming; physical activity; screen time; sedentary behavior.

MeSH terms

  • Exercise / psychology*
  • Female
  • Health Behavior*
  • Humans
  • Male
  • Models, Theoretical*
  • Sedentary Behavior*
  • Video Games / psychology*