Abstract:Objective: To describe the use of exergames, associated factors and to quantify the
time attributed to the use of exergames within the time spent on video games
in a sample of adolescents from Curitiba, Paraná, Brazil.Methods: This was a cross-sectional study that evaluated frequency and weekly volume
of physical activities using the Physical Activity Questionnaire for
Adolescents. Weekly frequency and daily time of use of exergames and
videogames were self-reported. Mann-Whitney and Kruskal Wallis tests were
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