Cited by 38Physical Activity and HealthImpact of Technology on AdolescentsChild Development and Digital Technology

Estimating Whether Replacing Time in Active Outdoor Play and Sedentary Video Games With Active Video Games Influences Youth's Mental Health

Janssen, Ian·2016·Journal of Adolescent Health

Abstract

Purpose The primary objective was to use isotemporal substitution models to estimate whether replacing time spent in sedentary video games (SVGs) and active outdoor play (AOP) with active video games (AVGs) would be associated with changes in youth's mental health. Methods A representative sample of 20,122 Canadian youth in Grades 6-10 was studied. The exposure variables were average hours/day spent playing AVGs, SVGs, and AOP. The outcomes consisted of a negative and internalizing mental health indicator (emotional problems), a positive and internalizing mental health indicator (life satisfaction), and a positive and externalizing mental health indicator (prosocial behavior). Isotemporal substitution models estimated the extent to which replacing time spent in SVGs and AOP with an equivalent amount of time in AVGs had on the mental health indicators. Results Replacing 1 hour/day of SVGs with 1 hour/day of AVGs was associated with a 6% (95% confidence interval: 3%-9%) reduced probability of high emotional problems, a 4% (2%-7%) increased probability of high life satisfaction, and a 13% (9%-16%) increased probability of high prosocial behavior. Replacing 1 hour/day of AOP with 1 hour/day of AVGs was associated with a 7% (3%-11%) increased probability of high emotional problems, a 3% (1%-5%) reduced probability of high life satisfaction, and a 6% (2%-9%) reduced probability of high prosocial behavior. Conclusions Replacing SVGs with AVGs was associated with more preferable mental health indicators. Conversely, replacing AOP with AVGs was associated with more deleterious mental health indicators.

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Crossref · 10.1016/j.jadohealth.2016.07.007

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Authors
Janssen, I.
Affiliations
Queen's University (CA)
Corresponding author
Janssen, Ian
Venue
Journal of Adolescent Health
Publisher
Elsevier BV
Published
2016-11
Volume
59
Issue
5
Pages
517-522
ISSN
1054-139X (ISSN-L)
OpenAlex
W2511330545
Cited by
38
References
34
Citations by year
2026: 2 · 2025: 1 · 2024: 1 · 2023: 2 · 2022: 4 · 2021: 12 · 2020: 7 · 2019: 3 · 2018: 6
FWCI
2.42
Type
journal article
Language
en
Open access
closed
Locations
  • Journal of Adolescent Health (publishedVersion)
  • PubMed (publishedVersion)
Funders
  • Public Health Agency
  • Canada Research Chairs
Topics
  • Health Sciences › Medicine › Physiology › Physical Activity and Health
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Education › Child Development and Digital Technology
Keywords
exergames, outdoor play, youth mental health, emotional problems, life satisfaction, prosocial behavior, isotemporal substitution, screen time, adolescents
MeSH terms
Adolescent, Adolescent Behavior, Canada, Cross-Sectional Studies, Female, Humans, Male, Mental Health, Quality of Life, Recreation, Time Factors, Exercise, Video Games, Sedentary Behavior

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