RESUMEN
RATIONALE: High body mass and obesity are frequently linked to the use of sedentary media, like television (TV) or non-active video games. Empirical evidence regarding video gaming, however, has been mixed, and theoretical considerations explaining a relationship between general screen time and body mass may not generalize to non-active video gaming. OBJECTIVE: The current meta-analysis had two main goals. First, we wanted to provide an estimate of the average effect size of the relationship between sedentary video gaming and body mass. In doing so we acknowledged several context variables to gauge the stability of the average effect. Second, to provide additional evidence on processes, we tested the displacement effect of physical activity by video gaming time with the help of a meta-analytic structural equation model (MASEM). METHOD: Published and unpublished studies were identified through keyword searches in different databases and references in relevant reports were inspected for further studies. We present a random-effects, three-level meta-analysis based on 20 studies (total Nâ¯=â¯38,097) with 32 effect sizes. RESULTS: The analyses revealed a small positive relationship between non-active video game use and body mass, ρË=.09, 95% CI [0.03, 0.14], indicating that they shared less than 1% in variance. The studies showed significant heterogeneity, Q (31)â¯=â¯593.03, pâ¯<â¯.001, I2â¯=â¯95.13. Moderator analyses revealed that the relationship was more pronounced for adults, ρË=.22, 95% CI [0.04, 0.40], as compared to adolescents, ρË=.01, 95% CI [-0.21, 0.23], or children, ρË=.09, 95% CI [-0.07, 0.25]. Meta-analytic structural equation modeling found little evidence for a displacement of physical activity through time spent on video gaming. CONCLUSION: These results do not corroborate the assumption of a strong link between video gaming and body mass as respective associations are small and primarily observed among adults.
Asunto(s)
Juegos de Video , Adolescente , Adulto , Niño , Ejercicio Físico , Humanos , Obesidad/epidemiología , Televisión , Juegos de Video/efectos adversosRESUMEN
Social robots are becoming increasingly prevalent in everyday life and sex robots are a sub-category of especially high public interest and controversy. Starting from the concept of the otaku, a term from Japanese youth culture that describes secluded persons with a high affinity for fictional manga characters, we examine individual differences behind sex robot appeal (anime and manga fandom, interest in Japanese culture, preference for indoor activities, shyness). In an online-experiment, 261 participants read one out of three randomly assigned descriptions of future technologies (sex robot, nursing robot, genetically modified organism) and reported on their overall evaluation, eeriness, and contact/purchase intentions. Higher anime and manga fandom was associated with higher appeal for all three future technologies. For our male subsample, sex robots and GMOs stood out as shyness yielded a particularly strong relationship to contact/purchase intentions for these new technologies.