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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.