Bibliographic Details
| Title: |
A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence. |
| Authors: |
Ho, Wai Keung1 (AUTHOR), Sum, Kim Wai Raymond1 (AUTHOR) kwsum@cuhk.edu.hk, Tang, Di1 (AUTHOR) |
| Source: |
Current Psychology. Jul2024, Vol. 43 Issue 26, p22146-22157. 12p. |
| Subject Terms: |
*VIDEO gambling, *RISK-taking behavior, SPORTS films, GAMBLING behavior, SPORTS participation, VIDEO games, SEDENTARY behavior |
| Abstract: |
Sports video games (SVGs) are one of the most popular genres in video gaming, which are suggested to be associated to physical literacy (PL). The objective of the current scoping review is to identify and summarize the empirical evidence on PL domains associated with participation in SVGs among youth and adolescence, based on the Australian Physical Literacy Framework (APLF). The literature search followed the PRISMA-ScR guidelines on databases PubMed, Scopus and Web of Science. This review included studies that evaluated any outcomes associated with the participation in SVGs based on APLF: physical, psychological, social, and cognitive domains. Articles related to other video game genres or gambling were excluded. All types of devices, modes of playing and intensities of play were included. Finally, there were 3859 articles retrieved from which 11 met the inclusion criteria. The most studied outcomes were related to the psychological and the cognitive domains which shown that SVGs to be effective in increasing motivation and engagement, and enhancing total knowledge in real-life sports. This finding provides a new insight that this sedentary behavior could be used in promoting sports and might help to solve the problem of physical inactivity. However, more research is needed for the physical and the social domains regarding to SVGs play among youth and adolescents. The current evidence base relating to SVGs is not large enough to be able to understand the associations of some gaming variables, such as duration of time, frequency, skill levels, mode of playing and gender, to PL and risky behaviors among youth and adolescents. [ABSTRACT FROM AUTHOR] |
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| Database: |
Business Source Index |