2020
DOI: 10.1186/s12889-020-08522-x
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Health behaviours associated with video gaming in adolescent men: a cross-sectional population-based MOPO study

Abstract: Background: Playing video games, a form of sedentary behaviour, is associated with poor well-being and increased risk of morbidity due to chronic disease. However, the association between health behaviours and video gaming is poorly understood. The purpose of this population-based study was to reveal the differences in dietary habits and physical activity for adolescent men with high amount of video games on weekdays, as compared to their peers who play less often. Methods: Seven hundred ninety-six adolescent … Show more

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Cited by 18 publications
(18 citation statements)
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References 37 publications
(40 reference statements)
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“…Another significant lifestyle factor was the amount of recreational sedentary screen-based activities, i.e., internet use and watching television, which was found to be associated with alcohol use [ 23 ]. The relation between high levels of alcohol consumption and recreational sedentary screen-time behaviour remains controversial with reports failing to observe any association between screen-based activities and alcohol [ 24 ], while others have documented a positive association [ 25 ].…”
Section: Introductionmentioning
confidence: 99%
“…Another significant lifestyle factor was the amount of recreational sedentary screen-based activities, i.e., internet use and watching television, which was found to be associated with alcohol use [ 23 ]. The relation between high levels of alcohol consumption and recreational sedentary screen-time behaviour remains controversial with reports failing to observe any association between screen-based activities and alcohol [ 24 ], while others have documented a positive association [ 25 ].…”
Section: Introductionmentioning
confidence: 99%
“…However, a report from high school students in the United States shows that students who spent time on TV or other screen devices for more than 5 hours a day are linked to obesity (78%), less physical activity (94%), and inadequate sleep (80%) [51] which is higher compared to the result reported from college students in China who are suffering from poor sleep quality (9.8%) [52] and (29.4%) from Pittsburgh, United States [53]. Simultaneously, a sedentary lifestyle among teenagers was more often contributes to the increase in weight and obesity [54] that may cause health complications [55]. According to the study, teenagers who spent more than 2 hours (36.8%) on digital devices in a single sitting were subjected to overweight (14.4%) and obese (11.9%) [56].…”
Section: Healthmentioning
confidence: 93%
“…Online First [54] agreed that exposure to digital technologies for more than two hours per school day shows a high risk of selfharm and psychiatric problems. Furthermore, Chen et al [55] asserted that the high frequency of mobile phone use is associated with suicidal and self-harm ideation.…”
Section: Eai Endorsed Transactions On Pervasive Health and Technologymentioning
confidence: 99%
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“…3 Video game play exposes players of all ages to tobacco imagery [4][5][6][7][8][9] and may, like exposure to tobacco imagery in films, [10][11][12][13][14] result in youth smoking initiation and progression to regular smoking. [15][16][17][18][19][20][21][22][23][24][25] This link may be explained by narrative transportation theory, which argues that individuals are "transported" into narrative worlds through cognitive, emotional, and image-based engagement. 26 Once transported, the real world is partially suspended, and players feel as if they have entered the world created by the narrative, resulting in connections with characters, emotional involvement, and reduced motivation for counterargument.…”
Section: Introductionmentioning
confidence: 99%