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. 2022 Sep 29;11(2):e25886. doi: 10.2196/25886

Table 2.

Gaming, screen time, and physical activity (n=46).

Group Values, n (%) Gaming (hours/day), mean (SD) Sedentary screen timea (hours/day), mean (SD) Active sports club membership, n (%) Physical activityb (days/week), mean (SD)


Smartphone and tablet Computer Console


IGc 23 (50) 0.5 (0.7) 2.5 (1.5) 0.07 (0.3) 5.9 (3.2) 7 (30) 2.6 (1.6)
CGd 23 (50) 0.6 (0.8) 1.4 (0.7) 0.03 (0.1) 7.6 (3.9) 7 (30) 3.1 (31.6)
All 46 (100) 0.5 (0.7) 1.9 (1.3) 0.05 (0.2) 6.7 (3.6) 14 (30) 2.9 (1.6)

aTotal business and recreational screen time (recreational smartphone use excluded).

bDays per week with at least 60 minutes of moderate to vigorous physical activity on a normal week.

cIG: intervention group (compression).

dCG: control group (no compression).