Associations Between Gaming and Physical Activity Among Finnish Adolescents During and After the Spring 2020 COVID-19 Lockdown

dc.contributor.authorNg Kwok
dc.contributor.authorSokka Miikka
dc.contributor.authorKarhulahti Veli-Matti
dc.contributor.authorKoskimaa Raine
dc.contributor.authorHusu Pauliina
dc.contributor.authorKokko Sami
dc.contributor.authorKoski Pasi
dc.contributor.organizationfi=opettajankoulutuslaitos (Rauma)|en=Department of Teacher Education (Rauma)|
dc.contributor.organization-code1.2.246.10.2458963.20.99310884848
dc.converis.publication-id193209062
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/193209062
dc.date.accessioned2025-08-27T21:54:28Z
dc.date.available2025-08-27T21:54:28Z
dc.description.abstract<p>Aims: To investigate the changes in gaming, such as Esports play between spring (COVID-19 lockdown) and autumn 2020 among Finnish high school students. Moreover, to examine the associations between gaming and physical activity (PA) behaviours.</p><p>Methods and Results: Data from online self-report survey; Finnish late-adolescent physical activity (LAPA) study during spring (n = 2459) and autumn (n = 4781) 2020 were used to address the aims of the study. Descriptive statistics to compare the change between spring and autumn 2020 were used. Multinominal logistic regression analyses were stratified by data collection with PA as the outcome, after controlling for age, disability, place of residence. There were increases between spring and autumn 2020 in gaming behaviours among all genres covered in the LAPA study. Esports play during the autumn was negatively associated with daily PA (OR = 0.65, CI =  0.44 – 0.95), but not during the spring. On the other hand, playing sport video games were positively associated with PA at least 5 days a week in both spring (OR = 1.86, CI = 1.26 – 2.74) and autumn (OR = 2.14, CI = 1.65 – 2.77) time periods.</p><p>Conclusions: There were increases in gaming behaviour between spring (COVID-19 lockdown) and autumn 2020 among Finnish high school students, especially among Esport players. There were negative associations with esport playing and daily PA. Since daily PA is the Finnish national recommendation, esport players could be a target group to promote PA behaviours.<br></p>
dc.identifier.eissn2634-1069
dc.identifier.jour-issn2634-1069
dc.identifier.olddbid201379
dc.identifier.oldhandle10024/184406
dc.identifier.urihttps://www.utupub.fi/handle/11111/48218
dc.identifier.urlhttps://www.ijesports.org/article/126/html
dc.identifier.urnURN:NBN:fi-fe2025082785352
dc.language.isoen
dc.okm.affiliatedauthorNg, Kwok
dc.okm.affiliatedauthorSokka, Miikka
dc.okm.affiliatedauthorKoski, Pasi
dc.okm.discipline315 Sport and fitness sciencesen_GB
dc.okm.discipline315 Liikuntatiedefi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherIJESPORTS
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.relation.ispartofjournalInternational Journal of Esports
dc.relation.issue1
dc.source.identifierhttps://www.utupub.fi/handle/10024/184406
dc.titleAssociations Between Gaming and Physical Activity Among Finnish Adolescents During and After the Spring 2020 COVID-19 Lockdown
dc.year.issued2024

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