Video games are a popular pastime for adolescents and adults worldwide. This study examined the association between video game playing (online [ONG] and offline [OFG]) and lifestyle behaviors in adults, with nongamers as controls. Participants (n = 292) completed an online survey focused on lifestyle behaviors. ONG players spent more time each week in sedentary behaviors than nongamers (P = .005). ONG and OFG players consumed more soft drinks than nongamers (P = .0015); ONG players reported higher energy consumption (kcal) from sugar-sweetened beverages than nongamers (P = .012). Nongamers reported more low-fat eating behaviors than ONG players (P = .007). This popular pastime influences overall health and further research is needed.
Key words: eating behaviors, lifestyle behaviors, massive multiplayer online (MMO), massive online battle arena (MOBA), sedentary behaviors, sugar-sweetened beverages, video gamesI N THE UNITED STATES, the video game industry accounts for more than $20 billion a year in consumer purchases 1 and employs more than 120 000 people. 2 The number of people playing video games has risen 241% since 2008, 3 and the average US household has at least 2 video game players (gamers). 2 Once regarded as a pastime just for children, the average age of a gamer is 31 years, and the majority of gamers are older than 36 years. 3 The large increase in gamers can be attributed to the ease of gaming on mobile devices (cellphones, tablets), 4 and the popularity of online games, such as Massive Multi-
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