Contribution of Gaming to Overall Leisure Screen Time in Primary School Children
Identifikátory výsledku
Kód výsledku v 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>
Nalezeny alternativní kódy
RIV/00216208:11110/23:10475151 RIV/00064165:_____/23:10475151
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Contribution of Gaming to Overall Leisure Screen Time in Primary School Children
Popis výsledku v původním jazyce
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 < .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 < .001), gender (χ2 (1) = 12, p < .001, OR = 1.46 [1.18-1.81]), school year (χ2 (2) = 22.8, p < .001), and position among siblings (χ2 (2) = 19.8, p < .001). CONCLUSIONS: These findings may help to determine the appropriate focus for prevention interventions.
Název v anglickém jazyce
Contribution of Gaming to Overall Leisure Screen Time in Primary School Children
Popis výsledku anglicky
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 < .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 < .001), gender (χ2 (1) = 12, p < .001, OR = 1.46 [1.18-1.81]), school year (χ2 (2) = 22.8, p < .001), and position among siblings (χ2 (2) = 19.8, p < .001). CONCLUSIONS: These findings may help to determine the appropriate focus for prevention interventions.
Klasifikace
Druh
J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS
CEP obor
—
OECD FORD obor
50101 - Psychology (including human - machine relations)
Návaznosti výsledku
Projekt
<a href="/cs/project/GA21-31474S" target="_blank" >GA21-31474S: Vliv rodičovských výchovných strategií na míru a způsob užívání digitálních technologií malými dětmi (ve věku 6-9 let)</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2023
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Adiktologie
ISSN
1213-3841
e-ISSN
2570-8112
Svazek periodika
23
Číslo periodika v rámci svazku
3
Stát vydavatele periodika
CZ - Česká republika
Počet stran výsledku
12
Strana od-do
195-206
Kód UT WoS článku
—
EID výsledku v databázi Scopus
2-s2.0-85193408230