ArticleJournal of exercise science and fitness2026
Perceived physical literacy, self-reported physical activity, and sports video gaming among university students: a cross-sectional study.
Article in Journal of exercise science and fitness, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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Abstract
Sports video gaming (SVG) is a popular form of digital engagement among young adults, yet its associations with physical literacy (PL), sport motivation, and physical activity (PA) remain unclear. This study examined the relationships between SVG engagement, perceived PL, sport motivation, and self-reported PA among university students, and tested whether these associations differed by sex. A cross-sectional survey was conducted among 1797 students (850 males, 947 females). Multiple linear regression analyses examined associations between SVG engagement and perceived PL, autonomous motivation, and moderate- and vigorous-intensity PA, adjusting for age, general (non-sports) video gaming time, and sedentary behavior. SVG engagement was positively associated with perceived PL, autonomous motivation, and both moderate- and vigorous-intensity PA, independent of covariates. In contrast, general video gaming showed negative or null associations with PL-related outcomes. Although males reported higher SVG engagement, sex did not moderate the associations between SVG engagement and PL or PA. These findings support a refined, genre-specific perspective on digital gaming and highlight SVG as a form of digital engagement aligned with favorable PA-related outcomes among university students.
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