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Contribution of Gaming to Overall Leisure Screen Time in Primary School Children

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11410%2F23%3A10475151" target="_blank" >RIV/00216208:11410/23:10475151 - isvavai.cz</a>

  • Alternative codes found

    RIV/00216208:11110/23:10475151 RIV/00064165:_____/23:10475151

  • Result on the web

    <a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=dXG6ucRbhZ" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=dXG6ucRbhZ</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.35198/01-2023-003-0005" target="_blank" >10.35198/01-2023-003-0005</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Contribution of Gaming to Overall Leisure Screen Time in Primary School Children

  • Original language description

    INTRODUCTION: This study aimed to (i) analyse the prevalence of gaming in young elementary school-aged children; (ii) assess the effect of gaming frequency on excessive screen use; and (iii) identify sociodemographic variables associated with frequent gaming. METHODS: A survey was conducted in April-June 2021 with parents of children attending grades 1-3 in randomly selected elementary schools in Czechia, Slovakia, and Finland. Parents (n = 1871) reported the daily screen time and the weekly gaming frequency of their children during a typical week and provided sociodemographic information. RESULTS: Of the sample, 82% of children played digital games at least once a week. The prevalence significantly differed based on country, with the highest prevalence in Finland (94%), followed by Czechia (81%) and Slovakia (75%): χ2 (2) = 52, p &lt; .001. There was a significant association between an increased frequency of gaming and screen time. Screen time was the highest in daily gamers (constituting 24% of the sample), in which it was as high as 280 minutes per day. Daily gaming was associated with country (χ2 (2) = 68, p &lt; .001), gender (χ2 (1) = 12, p &lt; .001, OR = 1.46 [1.18-1.81]), school year (χ2 (2) = 22.8, p &lt; .001), and position among siblings (χ2 (2) = 19.8, p &lt; .001). CONCLUSIONS: These findings may help to determine the appropriate focus for prevention interventions.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>SC</sub> - Article in a specialist periodical, which is included in the SCOPUS database

  • CEP classification

  • OECD FORD branch

    50101 - Psychology (including human - machine relations)

Result continuities

  • Project

    <a href="/en/project/GA21-31474S" target="_blank" >GA21-31474S: The effect of parenting on the use of digital technologies in children (aged 6-9 years)</a><br>

  • Continuities

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Others

  • Publication year

    2023

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Adiktologie

  • ISSN

    1213-3841

  • e-ISSN

    2570-8112

  • Volume of the periodical

    23

  • Issue of the periodical within the volume

    3

  • Country of publishing house

    CZ - CZECH REPUBLIC

  • Number of pages

    12

  • Pages from-to

    195-206

  • UT code for WoS article

  • EID of the result in the Scopus database

    2-s2.0-85193408230