A Position Paper Managing Youth Screen Time versus Physical
Activity
Encouraging Active Living in a Technological Focussed Generation
Reem Altamimi
1
, Keith Nesbitt
1
and Geoff Skinner
2
1
Faculty of Science and IT, University of Newcastle, University Drive, Callaghan, NSW, Australia
2
Priority Research Centre for Physical Activity and Nutrition, University of Newcastle, Newcastle, NSW, Australia
Keywords: Active Living Technologies, eHealth, Monitoring Technologies, Physical Activity.
Abstract: Childhood obesity is becoming increasingly prolific and problematic. Contributors to childhood obesity
include decreased levels of physical activity and increased sedentary behaviour. Screen-based entertainment
may be an important factor in the development of childhood obesity as children and adolescents prefer to
spend time using electronic devices than exercising. While it is difficult to encourage children to cease playing
video games, it is possible to change these passive screens to active ones. Information and Communication
Technologies (ICTs) have been utilized by academics and researchers to promote levels of physical activity
among young people. This position paper is part of our continuous research into the use of technology in the
facilitation and motivation of children to be more physically active. This paper presents the “MySteps”
framework that has been developed to manage youth screen time and exercise performance statistics. By
developing technology-based solutions, we intend to increase children and adolescents awareness of their
levels of physical activity and screen time. Consequently, self-monitoring and management of screen time
and physical activity levels may lead to more active living beginning at an early age and continuing in life.
1 INTRODUCTION
Levels of childhood obesity have been steadily
increasing over recent decades (Childhood Obesity,
2014; De Onis et al., 2010; Patricia and Anderson,
2006). The percentage of obese children in the United
States has increased from 7% in 1980 to 18% in 2012
(Childhood Obesity, 2014). Although the most recent
literature on childhood obesity in the United States
shows that there was no significant change in the
prevalence of obesity between 2003-2004 and 2011-
2012, the overall number of children considered
obese remains elevated (Ogden et al., 2014).
Worldwide, the prevalence of overweight and obese
children has increased from 4.2% in 1990 to 6.7% in
2010. It is estimated that the prevalence will reach
9.1% by 2020 (De Onis et al., 2010). These
predictions suggest the need for urgent and effective
interventions to combat the issue of childhood obesity
(De Onis et al., 2010). Obese children are more likely
to become obese adults and therefore children should
be specifically targeted, as the benefits of preventing
childhood obesity will flow on into adulthood
(Whitaker et al., 1998; Dietz, 1997; Whitaker et al.,
1997). Obese youth are more likely to have health
problems such as cardiovascular disease, diabetes and
cancer. Childhood obesity is also associated with
social and psychological problems such as depression
and low self-esteem (Childhood Obesity, 2014;
Daniels et al., 2005). The cluster of associated
medical conditions emphasise the need for the
development of effective interventions.
Researchers and health professionals alike are
alarmed by the wide spread nature of childhood
obesity and its associated health problems and have
strived to elucidate causes and contributing factors.
Energy intake relative to energy expenditure,
genetics, physical activity and sedentary behaviour
have all be identified as potential causes (Patricia and
Anderson, 2006). Lower levels of physical activity
and higher rates of television viewing are two
additional important determinants (Janseen et al.,
2005). The integration of technology into our
lifestyles and decreased supervision of children by
parents who work full time are two factors that may
also contribute to decreased levels of physical activity
and increased sedentary behaviour in children and
adolescents (Patricia and Anderson, 2006).
The literature has demonstrated a strong
association between time spent in front of screens,
180
Altamimi R., Nesbitt K. and Skinner G..
A Position Paper Managing Youth Screen Time versus Physical Activity - Encouraging Active Living in a Technological Focussed Generation.
DOI: 10.5220/0005475601800187
In Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AgeingWell-
2015), pages 180-187
ISBN: 978-989-758-102-1
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
especially watching television, and the prevalence of
obesity (Patricia and Anderson, 2006; Janseen et al.,
2005; Dietz and Gortmaker, 1985). In one study, with
each additional hour of television viewed, the
prevalence of obesity increased by 2% (Dietz and
Gortmaker, 1985). Computers, mobile phones, video
game consoles and handheld Internet devices are
becoming increasing popular entertaining appliance
for children and adolescents. Television stations and
video games specifically developed for youth have
become a major source of enjoyment. With so much
content now available in a variety of media, it is not
surprising that children spend a large proportion of
their leisure time using electronic entertainment
devices (Roberts and Foehr, 2008). Screen time
should be considered an important contributing factor
to the increased numbers of obese children (Patricia
and Anderson, 2006).
Moreover, researchers have demonstrated an
inverse relationship between physical activity level
and body fat, particularly in males (Westerterp and
Goran, 1997) aged between 6 and 9 years (Ball et al.,
2001). This may contribute to the development of
childhood obesity (Ball et al., 2001). Therefore, an
important key in the management, prevention and
treatment of obesity in children and adolescents may
lie in increasing their levels of physical activity
(Daniels et al., 2005).
Increasing physical activity and decreasing sedentary
behaviour has social, emotional and intellectual
implications (Make your move, 2014). For example,
it reduces anti-social behaviour, assists in the
development of physical skills, and improves self-
esteem and confidence (Make your move, 2014).
Regular physical activity is also linked to improved
health outcomes and motor skills (Reilly et al., 2006)
and reduced risk of many diseases (Warburton et al.,
2006; Make your move, 2014). It contributes to the
prevention of several chronic diseases as the risk of
the developing these conditions begins in childhood
(Warburtonet al., 2006).
Health institutions across the world have set
physical activity recommendations for children and
adolescents to be at least 60 minutes of moderate-to-
vigorous physical activity per day (Australia’s, 2014;
Strong et al., 2005; Janssen, 2007). However, few
young people meet this recommendation (Janssen,
2007). Physical activity levels drop between
childhood and adolescence and continue to decrease
with advancing age (Troiano et al., 2008). It has been
reported that participation in physical activity has
declined and sedentary behaviour has become more
common especially among adolescents (Brodersen et
al., 2008).
Factors that influence levels of physical activity
and may prevent children and adolescents from
exercising have been identified. These include,
environmental barriers such as limited access to
exercise facilities and recreational programs (Sallis et
al., 2000), and neighbourhood safety (Molnar et al.,
2004). Furthermore, children’s motivation is an
important determinant of their level of physical
activity (Biddle and Goudas, 1996; Sallis, et al.,
2000). Weightless may not be an appropriate
motivator for young children to increase their level of
physical activity. Young children need to enjoy
physical activity in order to engage in it (Daniels et
al., 2005). For example, one mechanism that has been
suggested to motivate young children to be more
physically active is sport competence and the
encouragement of their desire to succeed (Biddle and
Goudas, 1996). Increased participation in physical
activity and decreased screen time should be the focus
of research into the prevention and treatment of
obesity and the promotion of health among children
and adolescents (Janseen et al., 2005; Lou, 2014).
Interventions should promote an active lifestyle and
be designed to motivate children to keep fit and
active.
Utilising Information and Communication
Technologies (ICTs) in physical activity
interventions has a positive effect on physical activity
behaviour change in children and adolescents (Lau et
al., 2011). ICT-based interventions apply techniques
such as Internet or SMS as delivery modes. A major
advantage of ICT-based interventions is that they are
more readily accessible to a wider audience.
Furthermore, these interventions can deliver video,
audio and animation content to targeted groups based
on their needs and preferences. Other advantages
include feedback, automatic reminders and social
support (Lau et al., 2011).
Children and adolescents enjoy using technology
and digital devices. A survey of 1,100 parent-child
pairs in 2004 showed that the vast majority of US
teens used the Internet daily to play games,
communicate with friends and seeking information.
Some reported using the Internet to search for health,
dieting or physical fitness information. Teens are also
like to communicate with friends online and share
links, photos and videos (Lenhart et al., 2005).
Therefore it is expected that developing technology-
based solutions for supporting regular participation in
physical activity would have positive results.
Our research is designed to explore the best available
technology-based solutions for physical activity
promotion in children and adolescents. In this paper,
we discuss the ‘MySteps’ solution, which was
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developed with the aim of managing screen time and
physical activity behaviour among children and
adolescents. This technology-based solution may
support the transition of youth behaviour away from
sedentary lifestyle and towards an active lifestyle.
‘MySteps’ utilises activity-monitoring technology
coupled with web-based feedback. Through this web
application, users can login and monitor their screen
time and physical activity performance statistics and
compare these to recommended levels.
The remainder of the paper provides background
information on the current levels of physical activity
and sedentary behaviour among children and
adolescents. The importance of technology-based
intervention within this context has also been
outlined. The following section details our proposed
solution ‘MySteps’ and its contribution to the active
living technology research domain. This paper
concludes with our aims and plans to future improve
our solution.
2 SCREEN TIME
Sedentary activity refers to activity that involves
sitting or lying down (Make your move, 2014).
“Screen time” activities are those done in front of a
screen, such as watching TV, working on a computer,
or playing video games (Kaneshiro, 2013). Screen
time is a sedentary activity that requires a very little
energy expenditure (Kaneshiro, 2013). Recreational
screen time is defined as the time spent in front of
screens for entertainment purposes and includes
watching TV, playing video games and chatting with
friends online (Recreational, 2013).
Spending numerous hours undertaking screen-
based activities may contribute to, or increase the risk
of, overweight and obesity in children and
adolescents (Lou, 2014). Spending large amounts of
time in front of screens reduces the amount of time
children spend exercising and contributes to
unhealthy eating habits such as snacking (Dietz and
Gortmaker, 1985; Kaneshiro, 2013; Recreational,
2013). Screen based food advertisements also play a
role in encouraging unhealthy eating habits (Dietz
and Gortmaker, 1985; Kaneshiro, 2013; Recreational,
2013). Furthermore, spending excessive hours in
front of screens may lead to sleep disturbance/
disorders (Switch Off, 2015), risk of attention
problems, anxiety, and depression (Kaneshiro, 2013).
Children and adolescents social skills may also be
negatively affected by too many hours spent in front
of screens (Switch Off, 2015).
The association between some specific screen
based activities and increased levels of adiposity has
been investigated (Robinson, 1999). Reducing
television, video and video game use does not
significantly affect levels of physical activity
(Robinson, 1999). However, it may be a promising
method to help prevent childhood obesity as reducing
screen time has been shown to affect BMI, triceps
skinfold thickness, waist circumference and waist-to-
hip ratio (Robinson, 1999). Considering these
implications, a screen time limit has been set for
children and adolescents. The current guidelines
suggest a maximum of two hours a day for children
aged between 5 and 18 years (Make your move, 2014;
Recreational, 2013; Switch Off, 2015).
The literature demonstrates a high prevalence
sedentary behaviour attributable to screen based
activities among children and adolescents (Lou, 2014;
Rideout et al., 2010). Children and adolescent spend
an average of 8 hours per day engaged in sedentary
behaviours and screen time (Lou, 2014; Wilson,
2012). This trend is likely to increase as technology
advances. Compared to 2003, in 2007, there were
fewer children complying with the recommended
screen time (Sisson et al., 2011). There were a
number of important findings from a 2010 study on
the quantity and nature of media used by young
Americans (Rideout et al., 2010). Firstly, between
2004 and 2009, the amount of time young people
spent using media increased from an average of 6
hours and 21 minutes to 7 hours and 38 minutes per
day (Rideout et al., 2010). Secondly this study
revealed that the average time spent using computers,
playing video games, watching TV and listening to
music and audio increased during this period whereas
the use of printed materials such as books declined
(Rideout et al., 2010). Thirdly this study found that
the advent of mobile media has facilitates the use of
media and expanded the number of hours children
and adolescents spend using media. Between 2004
and 2009, the percentage of young people who owned
a mobile phone increased from 39% to 66%. In
addition, the percentage of young people who own
other portable devices such as iPods increased from
18% to 76% in the same time period (Rideout et al.,
2010). Lastly, the number of homes with Internet
access expanded from 74% to 84% between 2004 and
2009 (Rideout et al., 2010).
Social networking and video sites like YouTube
constitute the majority of the home Internet use.
Australian health statistics reveal that in 2011-12;
children and adolescents spent greater than two hours
per day in front of screens, levels of physical activity
decreased and screen-based activity increased as age
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increased (Australian Health, 2013). Additionally, it
has been found that children whose parents and
caregivers limit media use or set media-related rules
spend less time in front of screens (Lou, 2014;
Rideout et al., 2010).
3 PHYSICAL ACTIVITY
Physical activity refers to any activity that requires
physical movement and that results in an increased
respiratory and heat rate (Make your move, 2014).
Examples include running, playing sports and
swimming. Moderate intensity physical activity
refers to physical exertion that does not result in
breathlessness, for example fast walking or bike
riding (Make your move, 2014). Vigorous physical
activity refers to activities that require a higher level
of physical effort and result in breathlessness, such as
running (Make your move, 2014).
Children and adolescents are encouraged to
participate in 60 minutes of moderate to vigorous
physical activity daily (Make your move, 2014).
These 60 minutes can be accumulated throughout the
day (Make your move, 2014). Rather than measure
physical activity in minutes, the criterion-referenced
standards for physical activity measure physical
activity in steps per day using a pedometer. The
median optimal number of steps per day for children
aged between 6 and 12 years is 12,000 for girls and
15,000 for boys. It is estimated that this is equivalent
to approximately 120 minutes of physical activity per
day for girls and 150 minutes per day for boys (Tudor-
Locke et al., 2004).
There have been a number of attempts to assess
the level and patterns of physical activity in children
and adolescents using objective measurements
(Riddoch et al., 2004; Troiano et al., 2008). However,
the lack of a validated tool that captures the multitude
of types of physical activity in children is a limitation
of research in this area (Riddoch et al., 2004). There
are many types of physical activity tracking tools,
however, these vary in their mechanisms of
measurement and accuracy. There is a need for an
accurate device that is able to collect information
about children’s activity levels. Such a device would
assist with assessing whether children meet the
recommended levels of physical activity. This
information along with information about what
influences and motivates children and adolescents to
be physically active would assist with the
development of a suitable invention to promote
sustained adherence to physically active behaviour
(Riddoch et al., 2004).
The level of physical activity in children and
adolescents is a topic of interest among researchers.
It has been reported that boys are more physically
active than girls (Riddoch et al., 2004; Troiano et al.,
2008; Brodersen et al., 2008; Salliset al., 2000) and
that younger children are more physically active and
spend more time engaged in moderate intensity
physical activity than adolescences (Riddoch et al.,
2004; Troiano et al., 2008). The 2003-2004 National
Health and Nutritional Examination Survey
conducted in the United States reported that 42% of
children met the recommended level of physical
activity compared to 8% of adolescents (Troiano et
al., 2008). Contrastingly, a European study reported
that a large majority of young children met the
recommended level of physical activity (Riddoch et
al., 2004). However, in support of the US study, the
European study found that few adolescents met the
criteria recommended for physical activity (Riddoch
et al., 2004).
A study of British children indicated remarkable
reductions in physical activity and increases in
sedentary, especially among adolescents (Brodersen
et al., 2008). Another study reported that only 7% of
Canadian children met the daily physical activity
recommendations (Wilson, 2012). In a 2011-12
Australian Health Survey of physical activity, only
one-third of children, and one in ten young people
undertook the recommended 60 minutes of physical
activity every day (Research, 2014). On average,
children and adolescents spend one and a half hours
per day physically active (Australian Health, 2013).
One study that measured physically activity in steps
per day using a pedometer reported that children
recorded an average of 9,140 Steps/day (Australian
Health, 2013). Younger children were most likely to
achieve the goal of 12,000 steps per day whereas only
7% of children aged 15 to 17 years did so (Australian
Health, 2013).
4 A TECHNOLOGY BASED
SOLUTION FOR PARITY
In response to the increased incidence of obesity in
children and adolescents, many interventions and
treatment programs have been developed with the aim
of combatting this problem (Epstein et al., 1994;
Reilly et al., 2006; Epstein et al., 1998). These
interventions have different focuses including diet
and exercise, surgical and drug treatments, behaviour
change, self-monitoring, and managing screen time
and physical activity levels (Shapiro et al., 2008;
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Robinson, 1999; Epstein et al., 1998). Several new
technologies have been developed and existing
technologies exploited for this purpose. For example,
Short Message Service (SMS) has been proposed as a
method of monitoring children and adolescents’
screen time and physical activity behaviour (Shapiro
et al., 2008). Results showed that children and
adolescents seems to be more affected by technology-
based programs compared to other traditional paper-
based methods of self-monitoring. Using electronic-
based programs might be more suitable and provide
adherence and acceptability in self-monitoring and
behavioural change among young generation
(Shapiro et al., 2008).
The literature supports the use of Information and
Communication Technologies in physical activity
interventions as a number of positive effects have
been documented for children and adolescents (Lau
et al., 2011). Electronic tools are useful in increasing
individuals’ awareness and enhancing their
adherence to self-monitoring because of their ability
to provide immediate feedback (Bartlett et al., 2002).
A survey of a US sample of 1100 parent-child pairs
found that 84% of teens owned at least one personal
media device: a desktop or laptop computer, mobile
phone or Personal Digital Assistant (Lenhart et al.,
2005). While personal technological devices are
widespread in their use, it remains to be determined
which device/s hold the most promise for motivating
children and adolescents to adhere to a more
physically active lifestyle. It is important that such
devices are designed to engage young people,
monitor activity accurately and support active
lifestyles.
A number of factors that positively affect
behavioural change, increase awareness of physical
activity and enhance adherence to self-monitoring
have been identified, for example home-based
tailored interactive programs targeted at children
(Bartlett et al., 2002; Shapiro et al., 2008).
Additionally, technology that provides immediate
feedback and facilitates self-monitoring (Shapiro et
al., 2008) as well as provides visual presentation of
activity level such as charts (Bartlett et al., 2002) has
been recommended. Studies have demonstrated a
strong relationship between parental support and
family inclusion, in the form of verbal encouragement
or direct assistance, and increased childhood physical
activity levels (Sallis et al., 2000; Bartlett et al., 2002;
Epstein et al., 1994).
There are a number of important design
considerations in developing technologies that
encourage physical activity. Firstly, this technology
should give users appropriate credit for their physical
activity. There is a problem with currently available
activity tracking technologies in that they do not
record all types of physical activity. Therefore,
designers should consider the most common physical
activities undertaken by their targeted users
(Consolvo et al., 2006). Secondly, technology should
allow users to access information regarding their past
and current physical activity levels with respect to
their goals. Thirdly, technology should include
features, such as the ability to share data with friends,
which support socializing and communication and
which may enhance motivation. Additionally, in
developing technology that encourages physical
activity, designers should be aware of the practical
constraints of users’ lifestyles. Finally, the
technology should provide reasonable goals that
encourage a sustainable increase in physical activity
(Consolvo et al., 2006).
A number of similar technology-based projects
have been developed with the aim of encouraging and
motivating physical activity in specific groups
including children, adults (Consolvo et al., 2006) and
seniors (Bickmore et al., 2005). An example is
‘Houston’, a prototype mobile phone application that
requires its user to wear a pedometer to count their
daily steps and then share these step counts with
friends. This system has been developed with the aim
of encouraging physical activity. Feedback gathered
regarding this application reported that it motivated
participants to plan increased levels of physical
activity (Consolvo et al., 2006).
5 ‘MYSTEPS’ ICT FRAMEWORK
5.1 Overview of the ‘MySteps’
Framework
The ‘MySteps’ solution is part of a larger body of
research being conducted to address the ever-growing
problem of childhood and adolescent obesity. Our
proposed solution focuses on the contributing factors
to the issue of increased screen time and decreased
physical activity among youth. It is widely accepted
that children and adolescents seek entertainment
though information and communication technologies.
On the basis of an extensive literature review and
investigations, we believe that the trend toward an
increasing number of overweight and obese children
is likely to worsen in the short term.
Furthermore, we acknowledge that it is
problematic to prevent children playing video games
or spending significant time in front of screens. We,
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therefore, feel that a more useful approach is to utilize
the very same technologies they are already prolific
in order to encourage a more balanced, active and
healthy lifestyle. We aim to employ a technology-
based solution to increase awareness of unhealthy
behaviour and support youth behaviour to be more
active. Hence, Managing Youth Screen Time and
Exercise Performance Statistics (MySteps) provides
an easy to access web-based application that
integrates a physical exertion tracking device to
review an individual’s daily activity behaviour.
5.2 Prototype Design and
Implementation
In our web-based platform, we have used the daily
step count as a measure of physical activity. We
focused on ‘recreational screen time’ – time that
children and adolescents spend in front of screens for
fun and entertainment purposes. Our system is
composed of two parts: hardware (Fitbit device and a
computer) and software (‘MySteps’ website).
For the hardware component we used a Fitbit
tracking device. After extensive product testing and a
review of the literature we selected the Fitbit Zip. The
Fitbit Zip is a wearable device that can be clipped to
pocket, belt, shoes or clothes. The Zip tacks steps
taken, calories burned and distance travelled. For our
solution we elected to use steps taken. This decision
was based on extensive evidence in the literature
regarding baseline recommended daily steps for
youths (15000 for males and 12000 for females). A
computer device, either a desktop or laptop computer
with internet access, is necessary to use MySteps.
This allows for physical activity and screen time data
to be uploaded to the MySteps website.
For the software component, we developed the
‘MySteps’ website. Users have to register and create
an account in order to manage and monitor their
screen time and physical activity counts on the
‘MySteps’ website. Fitbit provides a free API, which
we have integrated into the MySteps framework. On
registering and logging into MySteps at any given
time the user can authenticate with their Fitbit
account and their real time exercise statistics are
updated in the MySteps application. The screen time
element needs to be self-regulated (parent
participation is strongly encouraged for this
component of the App) and entered manually directly
into the MySteps App. This can be done at any time
and any number of times during the day to provide a
progressive cumulative total for each day. A history
of past behaviour is recorded.
Based on screen time and physical activity data, a
visual representation is provided. Each element is
mapped individually and in combination with the
second element against the recommended levels. The
graphs are easy to interpret so a young user can view
their performance and ideally adjust their behaviour
for the remainder of the day to meet the recommended
levels. Users are also able to monitor their behaviour
over the preceding week. The final sentence of a
caption must end with a period.
6 CONCLUSIONS AND FUTURE
WORK
This paper provides information regarding the
increased prevalence of childhood and adolescent
obesity and the risk this poses for the future due to the
associated health problems. It specifically highlights
increasing sedentary behaviour and decreasing levels
of physical activity among young people as major
contributing factors to the development of obesity.
Current data relating to levels of physical activity and
amount of time children and adolescents spend using
screen-based activities is provided. We suggest that
technology may help alleviate the problem of obesity
among young people. Information and
Communication Technologies have been previously
utilised for the promotion of physical activity among
children and adolescents. We aim to integrate the
best available technologies to keep children active.
Our previous work in this area found that the use of
active video games (Altamimi and Skinner, 2012;
Altamimi et al., 2014a; Altamimi et al., 2014),
activity monitoring technologies and a combination
of both of these technologies facilitated an active
lifestyle among children and adolescents (Altamimi
and Skinner 2013a; Altamimi et al., 2013; Altamimi
et al., 2014b; Altamimi and Skinner, 2013b). This
paper presents our solution, ‘MySteps’, a website
designed to manage youth screen time and daily step
counts.
The usability of ‘MySteps’ has been tested by the
authors who intend to publish the website and run a
small pilot to test its effectiveness in reducing screen
time and increasing physical activity among youths.
If this pilot demonstrates favourable results, we plan
to integrate more features such as a rewards based on
the physical exertion. We suggest that the
combination of ‘MySteps’ with exergaming
technology would have a further advantage. It is
expected that in-game reward and progress based on
physical exertion would act as a motivator for greater
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physical activity in children while simultaneously
reducing sedentary time spent in front of screens.
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APositionPaperManagingYouthScreenTimeversusPhysicalActivity-EncouragingActiveLivinginaTechnological
FocussedGeneration
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