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Social influences on fitness behavior are the effect that social influences have on whether people start and maintain physical activities. Physical fitness is maintained by a range of physical activities. Physical activity is defined by the World Health Organization as "any bodily movement produced by skeletal muscles that requires energy expenditure." [1] Human factors and social influences are important in starting and maintaining such activities. Social environments can influence motivation and persistence, through pressures towards social conformity.
Obesity is a physical marker of poor health, increasing the likelihood of various diseases. [2] Due to social constructs surrounding health, the belief that being skinny is healthy and discrimination against those perceived to be 'unhealthy', [3] people who are considered overweight or obese on the BMI scale face many social challenges. Challenges can range from basic things such as buying clothes, pressure from society to change their body, and being unable to get a job. This can lead to various problems such as eating disorders,[ citation needed ] self-esteem issues,[ citation needed ] and misdiagnosis and improper treatment of physical ailments due to discrimination. [4] [5] [6] People who are obese are also less likely to seek medical care than people who are not obese, even if their weight is caused by medical problems. [7]
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Obesity can lower mood and lower self-esteem. [8]
Positive effects of Instagram
Instagram can be a community of people who post their fitness goals to motivate themselves [9] and others. Individuals and personal trainers post weight loss transformations, [9] at home workouts, sports, and lifestyle changes. People post and share their appreciation for the sport and introduce it to people. [10] People in these communities can also share their progress in and gain positive feedback from their peers. [10]
Negative effects of Instagram
Instagram can also cause harm because people compare themselves to fitness professionals and models who have a very fit physique. [11] Seeing lots of people who appear to be healthy and fit can have people comparing themselves and not liking what they see in the mirror. [12] Seeing people who have a nice physique can make people develop eating disorders and body dysmorphia. [13] This can lead to use of steroids and performance enhancing drugs to help improve the look of peoples physique. [14] A side effect of doing this is people prioritize how they look and not their health which makes it unhealthy to do. [14] people see the standards of males with big arms and abs and women as thin and lean as the ideal body type. [13] These standards make it difficult for people on the internet to not compare themselves to these people. Body dysmorphia can cause people to value their appearance over their health. [13] Seeing influencers with great bodies can cause some people to take anabolic steroids in order to look like the people they see online. [13] Seeing your body image negatively can lead to negative behavior, depression and anxiety. [13] Social media fitness can be taken negatively and affect users mental and physical health. To prevent negative effects of fitness social media the consumer should ask the credibility of the creator. [15] Another helpful tip to help with harmful effects of fitness media is to see them as challenges and not make them demotivate you. [15]
Instagram during Covid-19
During the lockdown many people were stuck inside and unable to go to gyms. This caused a lot of people to gain weight because of the lack of access to gyms, and fear of going outside. [16] Physical fitness during Covid-19 was promoted by personal trainers unable to do their jobs in person so they transferred to online coaching. [16] The isolation and quarantining that came with the virus closed gyms and usual places people go. [16] With people disconnected from their usual routines, these posts helped people stay motivated and keep up with their physical appearance when there was no access to gyms.
In the US, only 26% of adults engage in vigorous leisure-time activity (which includes a sport) or exercising three or more times per week. In an effort to increase adult involvement and decrease the percentage of adult inactivity, the US Department of Health and Human Services has set a national health objective for 2010 that hopes to "Reduce the prevalence of no leisure time activity from more than 25 percent to 20 percent of US adults" (Berlin, Storti, and Brach 1137). In Australia, the Australian Bureau of Statistics found that in 2011/12 adults spent an average of 33 minutes per day doing physical activity with 60% of the population doing less than 30 minutes and fewer than 20% doing an hour or more per day on average. The survey also showed almost 30% of the adult population reporting more than five hours of sedentary leisure activity each day. [17]
Inactivity in young people has been seen to be rising in recent years, and the prevalence of sedentary leisure activities for children is significant. Video games and the internet may play a part in this. It has been found that "26 percent of children and adolescents in the United States spend more than four hours a day watching television, and they have become even more sedentary with access to computers and video games" (Damlo 1434). Along with, "62 percent of children nine to thirteen years of age do not participate in organized physical activities, and 23 percent do not participate in non-organized physical activities outside of school hours" (1434).
One reason for physical inactivity may be the perception that there is nowhere safe to do so. Ways that can help increase the amount of physical activity is to plan and build the environment in a way that makes the population of the community feel safe to be physically active in the area. This could be done for example by slowing speed limits to safer speeds and providing safe street crossings and also by building infrastructure close to the street and pathways with safe pedestrian and cycle access and safe bike parking. [18]
Given the social and economic costs of low levels of physical activity there have been a number of public policy initiatives to raise the level, particularly focusing on children and adolescents.
The Wear Valley District Council along with its local Durham Dales Primary Care Trust in England developed an innovative scheme in an effort to combat the high levels of poor health and obesity in the area. They created a mobile gym with electronic fitness monitoring equipment, which is called "WOW" (wellness on wheels). The strategy was to take exercise to people's homes rather than waiting for them to use existing leisure facilities.
Walking buses have students walking to their designated stops, but they are then chaperoned to school by people walking on foot, rather than taking the school bus.
Several video game companies have developed ways to mix the two spectrums of electronic and exercise. Dance Dance Revolution, perhaps the most well-known exercise game, had players earn points by dancing to a beat. Players earn more points for tapping dance pads on the dancing platform at precise times and in proper sequences, thereby incorporating physical exercise.[ citation needed ]
In 2006 Nintendo introduced the Wii, a next generation game console the features a motion sensitive controller.
According to Biddle (2007) the social influence of technology, such as electronic gaming and screen time are the main causes towards actions of sedentary behaviour, with TV viewing and computer use being the most prevalent benefactors. However, sedentary behaviours, are not simply "opposites" of physical activity, but instead suggests that they "displace time that would otherwise be used for physical activity". [19]
Children and adolescents, are deemed most at risk for these sedentary behaviours with estimates for youth TV viewing being around "1.8 - 2.8 hours per day". Also Biddle (2007) states that for young people "television took up 40% of the time spent in the five most prevalent sedentary behaviours during the week and 37% at weekends" which stresses the negative impact of these social and technological advances on physical activity and fitness behaviour. [19]
The study Hardy, Dobbins, Booth, Denney, Wilson and Okely (2006) stated that, "there are powerful societal inducements to be inactive and there are increasing concerns of an emerging preference among young people to adopt sedentary lifestyles." Based on Australian adolescents, results were received which indicated that many young people are engaging in sedentary behaviour, with grade 6's spending 34 hours per week, grade 8's with 41 hours and grade 10's with 45 hours. [20]
Another study Zimmit (2010), found a strong, positive association between sedentary behaviours, in particular TV viewing, with obesity and low participation levels. The study stated that in the last 20 years (1990-2010), the prevalence of obesity in Australia has more than doubled. It stresses "public health initiatives targeting the reduction of sedentary pursuits may be necessary to curb the obesity epidemic." [21]
According to the study Martínez-González, Alfredo Martínez, Hu, Gibney, & Kearney, (1999) "Obesity is the most prevalent nutrition-related problem in Western societies, and it is associated with an important burden of suffering in terms of mortality, morbidity and psychological stress". The study stresses that people suffering from obesity place a severe burden on health care systems, and that obesity could become the leading public health problem in the next century. [22]
Obesity is a medical condition, sometimes considered a disease, in which excess body fat has accumulated to such an extent that it can potentially have negative effects on health. People are classified as obese when their body mass index (BMI)—a person's weight divided by the square of the person's height—is over 30 kg/m2; the range 25–30 kg/m2 is defined as overweight. Some East Asian countries use lower values to calculate obesity. Obesity is a major cause of disability and is correlated with various diseases and conditions, particularly cardiovascular diseases, type 2 diabetes, obstructive sleep apnea, certain types of cancer, and osteoarthritis.
Sitting is a basic action and resting position in which the body weight is supported primarily by the bony ischial tuberosities with the buttocks in contact with the ground or a horizontal surface such as a chair seat, instead of by the lower limbs as in standing, squatting or kneeling. When sitting, the torso is more or less upright, although sometimes it can lean against other objects for a more relaxed posture.
Exercise is physical activity that enhances or maintains fitness and overall health. It is performed for various reasons, including weight loss or maintenance, to aid growth and improve strength, develop muscles and the cardiovascular system, hone athletic skills, improve health, or simply for enjoyment. Many individuals choose to exercise outdoors where they can congregate in groups, socialize, and improve well-being as well as mental health.
Physical fitness is a state of health and well-being and, more specifically, the ability to perform aspects of sports, occupations, and daily activities. Physical fitness is generally achieved through proper nutrition, moderate-vigorous physical exercise, and sufficient rest along with a formal recovery plan.
Sedentary lifestyle is a lifestyle type, in which one is physically inactive and does little or no physical movement and/or exercise. A person living a sedentary lifestyle is often sitting or lying down while engaged in an activity like socializing, watching TV, playing video games, reading or using a mobile phone or computer for much of the day. A sedentary lifestyle contributes to poor health quality, diseases as well as many preventable causes of death.
Fitness game, exergame, and gamercise are terms used for video games that are also a form of exercise. Fitness games rely on technology that tracks body movement or reaction. The genre has been used to challenge the stereotype of gaming as a sedentary activity, and promoting an active lifestyle among gamers. Fitness games are seen as evolving from technology aimed at making exercise more fun.
Physical activity is defined as any voluntary bodily movement produced by skeletal muscles that requires energy expenditure. Physical activity encompasses all activities, at any intensity, performed during any time of day or night. It includes both voluntary exercise and incidental activity integrated into the daily routine. This integrated activity may not be planned, structured, repetitive or purposeful for the improvement of physical fitness, and may include activities such as walking to the local shop, cleaning, working, active transport etc. Lack of physical activity is associated with a range of negative health outcomes, whereas increased physical activity can improve physical and mental health, as well as cognitive and cardiovascular health. There are at least eight investments that work to increase population-level physical activity, including whole-of-school programmes, active transport, active urban design, healthcare, public education and mass media, sport for all, workplaces and community-wide programmes. Physical activity increases energy expenditure and is a key regulator in controlling body weight. In human beings, differences among individuals in the amount of physical activity have a substantial genetic basis.
Childhood obesity is a condition where excess body fat negatively affects a child's health or well-being. As methods to determine body fat directly are difficult, the diagnosis of obesity is often based on BMI. Due to the rising prevalence of obesity in children and its many adverse health effects it is being recognized as a serious public health concern. The term overweight rather than obese is often used when discussing childhood obesity, as it is less stigmatizing, although the term overweight can also refer to a different BMI category. The prevalence of childhood obesity is known to differ by sex and gender.
General fitness training works towards broad goals of overall health and well-being, rather than narrow goals of sport competition, larger muscles or concerns over appearance. A regular moderate workout regimen and healthy diet can improve general appearance markers of good health such as muscle tone, healthy skin, hair and nails, while preventing age or lifestyle-related reductions in health and the series of heart and organ failures that accompany inactivity and poor diet.
The health action process approach (HAPA) is a psychological theory of health behavior change, developed by Ralf Schwarzer, Professor of Psychology at the Freie University Berlin of Berlin, Germany and SWPS University of Social Sciences and Humanities, Wroclaw, Poland, first published in 1992.
Worldwide there has been a large shift towards less physically demanding work and a more sedentary lifestyle. This has been accompanied by increasing use of mechanized transportation, automobile dependency, a greater prevalence of labor saving technology in the home, and less active recreational pursuits. At least 31% of the world's population does not get sufficient physical exercise. This is true in almost all developed and developing countries, and among children. Some experts refer to sitting as "the new smoking" because of its negative effects on overall health.
Lack of physical education is the inadequacy of the provision and effectiveness of exercise and physical activity within modern education.
Social stigma of obesity is bias or discriminatory behaviors targeted at overweight and obese individuals because of their weight and a high body fat percentage. Such social stigmas can span one's entire life, as long as excess weight is present, starting from a young age and lasting into adulthood. Studies also indicate overweight and obese individuals experience higher levels of stigma compared to other people. Stigmatization of obesity is usually associated with increased health risks (morbidity) of being overweight or obese and the possiblity of a shorter lifespan (mortality).
Workplace health promotion is the combined efforts of employers, employees, and society to improve the mental and physical health and well-being of people at work. The term workplace health promotion denotes a comprehensive analysis and design of human and organizational work levels with the strategic aim of developing and improving health resources in an enterprise. The World Health Organization has prioritized the workplace as a setting for health promotion because of the large potential audience and influence on all spheres of a person's life. The Luxembourg Declaration provides that health and well-being of employees at work can be achieved through a combination of:
Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, video game console, or a tablet. The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. The positive or negative health effects of screen time are influenced by levels and content of exposure. To prevent harmful exposure to screen time, some governments have placed regulations on its usage.
Childhood obesity is defined as a body mass index (BMI) at or above the 96th percentile for children of the same age and sex. It can cause a variety of health problems, including high blood pressure, high cholesterol, heart disease, diabetes, breathing problems, sleeping problems, and joint problems later in life. Children who are obese are at a greater risk for social and psychological problems as well, such as peer victimization, increased levels of aggression, and low self-esteem. Many environmental and social factors have been shown to correlate with childhood obesity, and researchers are attempting to use this knowledge to help prevent and treat the condition. When implemented early, certain forms of behavioral and psychological treatment can help children regain and/or maintain a healthy weight.
Fitness culture is a sociocultural phenomenon surrounding exercise and physical fitness. It is usually associated with gym culture, as doing physical exercises in locations such as gyms, wellness centres and health clubs is a popular activity. An international survey found that more than 27% of the world's total adult population attends fitness centres, and that 61% of regular exercisers are currently doing "gym-type" activities. Getting and maintaining physical fitness has been shown to benefit individuals' inner and outer health. Fitness culture has been highly promoted through modern technology and social media platforms.
Obesity is defined as the excessive accumulation of fat and is predominantly caused when there is an energy imbalance between calorie consumption and calorie expenditure. Childhood obesity is becoming an increasing concern worldwide, and Australia alone recognizes that 1 in 4 children are either overweight or obese.
A fitness app is an application that can be downloaded on any mobile device and used anywhere to get fit. Fitness apps are designed to help with exercise, other types of physical training, nutrition and diet, and other ways to get fit.
The benefits of physical activity range widely. Most types of physical activity improve health and well-being.