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Use of Mobile Fitness-Related Applications and Active Video Games in High-School Youth

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  • Sas-Nowosielski Krzysztof

    (Jerzy Kukuczka Academy of Physical Education in Katowice, Faculty of Physical Education, Department of Humanistic Foundations of Physical Culture, Division of Pedagogy and Psychology, 72a Mikołowska Street, 40-065 Katowice, Poland)

  • Szopa Sylwia

    (Doctoral Studies, Jerzy Kukuczka Academy of Physical Education in Katowice, Faculty of Physical Education, 72a Mikołowska Street, 40-065 Katowice, Poland)

  • Kowalczyk Agnieszka

    (Studies, Jerzy Kukuczka Academy of Physical Education in Katowice, Faculty of Physical Education, 72a Mikołowska Street, 40-065 Katowice, Poland)

Abstract

Introduction. Not many studies have been performed in Poland on using mobile applications from the sport and fitness category and exergames. The main purpose of this study was to investigate to what extent such technologies are used by youth. Material and methods. A total of 435 pupils (including 263 females) aged 17.78 ± 1.19 years took part in the study. A diagnostic survey was carried out; the data were collected using a questionnaire developed by the authors and a scale assessing the stage of exercise change developed by Marcus, Rakowski, and Rossi (1992). Descriptive statistics (means and standard deviations) were used to describe the data and to test differences between groups; a chi2 test was used with Cramér’s V statistic as a measure of effect size in contingency tables larger than 2 × 2. Results. Of the 435 participants, approximately a third (30.8%) had used some type of fitness application. The most frequently downloaded applications were exercise plans, such as Weider’s Aerobic Six and applications for physical activity monitoring (steps, distance), such as Endomondo. Exergames were less popular. Only 5.29% of the respondents claimed they used exergames regularly, although about every third person used them regularly, especially males. Conclusions. Eight of ten respondents held the view that such applications are useful but are something that they could do without; only one in ten could not imagine exercising without such applications. Most of the latter category of users were persons at the action stage, next - persons at the preparation stage, but - what is interesting - none at the maintenance stage. It seems, then, that such applications may be - and in the light of the data obtained really are - an indispensable aid for people at the early stages of developing a habit of regular physical activity.

Suggested Citation

  • Sas-Nowosielski Krzysztof & Szopa Sylwia & Kowalczyk Agnieszka, 2016. "Use of Mobile Fitness-Related Applications and Active Video Games in High-School Youth," Polish Journal of Sport and Tourism, Sciendo, vol. 23(3), pages 167-170, September.
  • Handle: RePEc:vrs:spotou:v:23:y:2016:i:3:p:167-170:n:8
    DOI: 10.1515/pjst-2016-0022
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