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).