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_a _aINNOVATIVE WAYS TO USE MODERN TECHNOLOGY to Enhance, Rather than Hinder, Physical Activity among Youth Martin, Nicole J; Ameluxen-Coleman, Evan J; Heinrichs, Derikk. _d _b _n _c _h6 _p |
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_a _aABSTRACT : It is recommended that youth get 60 minutes or more of moderate-to-vigorous physical activity each day that includes aerobic, muscle, and bone-strengthening activities. A variety of environmental factors determine whether the healthy choice of being active is the easy choice for children and their families. A significant number of youth spend a large portion of their day being sedentary, accumulating, on average, seven hours of screen time each day. High levels of habitual sedentary time, especially screen-based activities, are associated with various health risks, including poorer measures of body composition, decreased fitness, lower self-esteem, and reduced pro-social behavior. Lowered levels of youth leisure-time physical activity can be attributed, at least in part, to advancements in modern technology, and most specifically video games, which have been shown to lead to less regular physical activity and reduced energy expenditure throughout the day. Recent research suggests, however, that one way of exchanging some sedentary activities for light-to-moderate-intensity physical activity is the use of active video games. _d _b _c56 |
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_x _x _aComputer and Video Games;Exercise _d _b _zPhysical Fitness.;Youth. _y _2sears;sears0 _v |
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_i _i _t _c _b _s1 _q _f _k40 _p _d _e _aMartin, Nicole J; Ameluxen-Coleman, Evan J; Heinrichs, Derikk M. _l _n6 |
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_b _b _t _c _e _f _k40 _p _d5 _l _n6 _aJournal of Physical Education, Recreation & Dance. 86 (4) : April 2015. pp. 46 |
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