New research has found that, when practiced in healthy finite sessions, online video gaming can improve important ...
Teenagers and adolescents who spend more than three hours a day engaged in sedentary behaviours -- which includes playing video games or increased screen exposure-- have a higher risk of facing mental ...
A second method of measuring sedentary behavior is subjective, in which people answer a questionnaire about how much time they spend sedentary, watching TV, playing video games, working, or ...
Adolescents who spend more than three hours a day engaged in sedentary behaviors – including playing video games, reading for leisure or spending a lot of time distracted by screens – have a ...
Researchers investigate whether different types and contexts of sedentary behavior lead to psychological distress later on in ...
Teenagers and adolescents who spend more than three hours a day engaged in sedentary behaviours — which includes playing ...
The majority of studies (60%) measured TV viewing as the sedentary behaviour. Two of these also separately measured computer use and one also measured study time. A further two studies measured ...