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Table 1 Median (IQR) for physical, sedentary and dietary behaviours among adolescents who did and did not play active video games at assessed days

From: Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study

Activity (min/day) Adolescents who did play active video games (n = 157) Adolescents who did not play active video games (n = 301) Total group (n = 458) P value (Mann Whitney test)
Active video gaming 13.3 (19.9) 0 0 (8.3) NA
Non-active video gaming 23.6 (56.8) 10.0 (51.3) 15.0 (53.6) <0.001
Watching TV/DVD 88.6 (81.4) 94.3 (92.7) 92.1 (86.2) 0.28
PC use other than video gaming 51.4 (71.2) 51.6 (69) 51.5 (70.5) 0.96
Non screen sedentary activities 111.4 (102.0) 110.0 (113.2) 110.4 (109.9) 0.99
Sports and active play 25.0 (51.3) 20.0 (54.6) 21.5 (54.6) 0.21
Other physical activity (>3 METS) 38.2 (49.3) 41.3 (52.0) 40.0 (51.1) 0.59
Snacking (servings/day) 3.1 (2.3) 3.0 (2.0) 3.0 (2.1) 0.73
Sugar-sweetened beverages (ml/day) 1107.1 (880.5) 1125.7 (971.7) 1116.6 (945.7) 0.53
  1. IQR = interquartile range.
  2. NA = not available.