2008
DOI: 10.1001/archpedi.162.9.895
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Physically Active Video Gaming

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Cited by 20 publications
(2 citation statements)
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“…Children with intellectual disability have been found to be fascinated by video games, to the point of problematic and excessive videogame play (including both sedentary video games and AVGs) (Mazurek & Engelhardt, 2013). A classic public health strategy for tackling the tricky issue between AVG treatment and problematic videogame play behaviour is to make the problem part of the solution (Pate, 2008). This strategy may be effective because children with intellectual disability are typically fascinated with electronic technology (Foran, 2014).…”
Section: Lau Et Almentioning
confidence: 99%
“…Children with intellectual disability have been found to be fascinated by video games, to the point of problematic and excessive videogame play (including both sedentary video games and AVGs) (Mazurek & Engelhardt, 2013). A classic public health strategy for tackling the tricky issue between AVG treatment and problematic videogame play behaviour is to make the problem part of the solution (Pate, 2008). This strategy may be effective because children with intellectual disability are typically fascinated with electronic technology (Foran, 2014).…”
Section: Lau Et Almentioning
confidence: 99%
“…This is important, as active video gaming may only be beneficial for energy balance when it replaces sedentary activities such as non-active video gaming or watching TV. When adolescents play active video games instead of other physically active activities such as outdoor play or sports, active video gaming will not contribute to increasing total energy expenditure [5,6]. Another important EBRB is the consumption of snacks and sugar-sweetened beverages.…”
Section: Introductionmentioning
confidence: 99%