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Transforming Screen Time Into Active Play Through Online Gaming and Physical Activity
Awesh Khati, Anindita Das, Tashi Ongmu Bhutia, Sohom Saha ·
Summary
Written by AI, not yet AICS's view · claude-sonnet-5-5This book chapter looks at how online gaming and physical activity relate to each other in children's lives. It argues that screen time and active play do not have to be opposites. It reviews the cognitive, social and developmental effects of online gaming and the health benefits of regular physical activity. It presents active gaming, exergaming and fitness gamification as ways to combine digital engagement with movement. It also describes the roles of parents, educators and policymakers in promoting balanced routines.
Key points
- Digital technology has changed childhood play and raised concerns about inactivity and sedentary behaviour.
- Screen time and active play are not necessarily mutually exclusive.
- Active gaming and exergaming combine digital engagement with physical movement.
- Fitness gamification can encourage active lifestyles.
- Parents, educators and policymakers have responsibilities in promoting balanced routines.
Limitations
The abstract describes a narrative discussion chapter and gives no data, study methods or results. It does not say how the work relates to India beyond the metadata hint, and it does not test any intervention.
Abstract
The rapid growth of digital technology has transformed childhood play, contributing to concerns about physical inactivity and sedentary behaviour among children. This chapter explores the relationship between online gaming and physical activity, challenging the view that screen time and active play are mutually exclusive. Drawing on contemporary research, it examines the cognitive, social, and developmental impacts of online gaming alongside the benefits of regular physical activity for health and well-being. The chapter highlights active gaming and exergaming as innovative approaches that combine digital engagement with physical movement and discusses the role of fitness gamification in encouraging active lifestyles. It also considers the responsibilities of parents, educators, and policymakers in promoting balanced routines. The chapter concludes by emphasizing the potential of integrating digital technologies with physical activity to support healthy and holistic child development in the digital age.