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Prospective Association Between Video and Computer Game Use During Adolescence and Incidence of Metabolic Health Risks: Secondary Data Analysis.
Lebby, Stephanie R; Shyam, Sangeetha; Ramadas, Amutha; Bohm, Andrew R; Hill, Julia C; Fortuna, Karen L; Zoltick, Stephanie R.
Affiliation
  • Lebby SR; College of Nursing and Health Sciences, University of Vermont, Burlington, VT, United States.
  • Shyam S; Centre for Translational Research, Institute for Research, Development, and Innovation, International Medical University, Kuala Lumpur, Malaysia.
  • Ramadas A; Department of Biochemistry and Biotechnology, Human Nutrition Unit, Rovira i Virgili University, Reus, Spain.
  • Bohm AR; Jeffrey Cheah School of Medicine & Health Sciences, Monash University Malaysia, Selangor, Malaysia.
  • Hill JC; The Dartmouth Institute for Health Policy and Clinical Practice, Geisel School of Medicine at Dartmouth, Lebanon, NH, United States.
  • Fortuna KL; Dartmouth College, Hanover, NH, United States.
  • Zoltick SR; Department of Psychiatry, Geisel School of Medicine at Dartmouth, Lebanon, NH, United States.
JMIR Pediatr Parent ; 6: e44920, 2023 Jul 06.
Article in En | MEDLINE | ID: mdl-37410530
ABSTRACT

BACKGROUND:

Video and computer games are popular activities, with 72% of adolescents aged 13 to 17 years reporting video game use on either a computer, game console, or portable device. Despite high levels of video and computer game use in adolescence, relatively little scientific literature exists examining the association and effects of video and computer games on adolescents.

OBJECTIVE:

The objective of this study was to examine the prevalence of video and computer game use among US adolescents and rates of positive screens for obesity, diabetes, high blood pressure (BP), and high cholesterol.

METHODS:

A secondary data analysis was conducted using the National Longitudinal Study of Adolescent to Adult Health (Add Health) data, including adolescents aged 12 to 19 years between 1994 and 2018.

RESULTS:

Respondents (n=4190) who played the most video and computer games had a significantly (P=.02) higher BMI and were more likely to self-report having at least one of the evaluated metabolic disorders obesity (BMI >30 kg/m2), diabetes, high BP (BP >140/90), and high cholesterol (>240). With increased video or computer game use, there was a statistically significant increase in high BP rates in each quartile, with those with more frequent use also having higher rates of high BP. A similar trend was observed for diabetes, though the association did not reach statistical significance. No significant association was observed between video or computer game use and diagnoses of dyslipidemia, eating disorders, or depression.

CONCLUSIONS:

Frequency of video and computer game use is associated with obesity, diabetes, high BP, and high cholesterol in adolescents aged 12 to 19 years. Adolescents who play the most video and computer games have a significantly higher BMI. They are more likely to have at least one of the evaluated metabolic disorders diabetes, high BP, or high cholesterol. Public health interventions designed to target modifiable disease states through health promotion and self-management may support the health of adolescents aged 12 to 19 years. Video and computer games can integrate health promotion interventions in gameplay. This is an important area for future research as video and computer games are integrated into the lives of adolescents.
Key words

Full text: 1 Collection: 01-internacional Database: MEDLINE Type of study: Etiology_studies / Incidence_studies / Observational_studies / Risk_factors_studies Language: En Journal: JMIR Pediatr Parent Year: 2023 Document type: Article Affiliation country: United States

Full text: 1 Collection: 01-internacional Database: MEDLINE Type of study: Etiology_studies / Incidence_studies / Observational_studies / Risk_factors_studies Language: En Journal: JMIR Pediatr Parent Year: 2023 Document type: Article Affiliation country: United States