Please use this identifier to cite or link to this item:
https://hdl.handle.net/2440/58415
Type: | Journal article |
Title: | The general health status of heavy video game players: comparisons with Australian normative data |
Author: | King, D. Delfabbro, P. |
Citation: | Journal of cyber therapy and rehabilitation, 2009; 2(1):17-26 |
Publisher: | Virtual Reality Medical Institute |
Issue Date: | 2009 |
ISSN: | 1784-9934 |
Statement of Responsibility: | Daniel King and Paul Delfabbro |
Abstract: | The health-related quality of life among heavy users of electronic entertainment has not been well described in literature. This research examined the general health status of heavy video game players. "Heavy" video game playing was defined as (a) playing for over 30 hours per week, (b) playing for at least 4 days per week, and (c) playing for an average duration of 3 hours in a typical sitting. A total of 411 participants were drawn from video game outlets and gaming cafes, and administered a survey package. The heavy playing subgroup (N=45) scored significantly lower on measures of physical functioning, mental health, vitality, general health and social functioning than normal Australian adults. The majority of this subgroup also did not meet national guidelines for weekly exercise and reported some sleep-related problems. © Virtual Reality Medical Institute. |
Rights: | © Virtual Reality Medical Institute |
Published version: | http://journalofcybertherapy.webs.com/212009.htm |
Appears in Collections: | Aurora harvest 5 Psychology publications |
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