2022
DOI: 10.1016/j.chb.2021.106974
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The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review

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Cited by 80 publications
(85 citation statements)
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“…EAs are also the largest consumers of online games of any age group [ 8 ]. Online games have been linked with negative health impacts on nutritional outcomes as a result of increased consumption of savoury snacks and sugar-sweetened beverages during gameplay or an increased likelihood of skipping meals [ 9 ]. An association between video games and an increased risk of a higher BMI [ 9 ], lower general health status, and higher levels of sedentary behaviour were also found [ 10 ].…”
Section: Introductionmentioning
confidence: 99%
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“…EAs are also the largest consumers of online games of any age group [ 8 ]. Online games have been linked with negative health impacts on nutritional outcomes as a result of increased consumption of savoury snacks and sugar-sweetened beverages during gameplay or an increased likelihood of skipping meals [ 9 ]. An association between video games and an increased risk of a higher BMI [ 9 ], lower general health status, and higher levels of sedentary behaviour were also found [ 10 ].…”
Section: Introductionmentioning
confidence: 99%
“…Online games have been linked with negative health impacts on nutritional outcomes as a result of increased consumption of savoury snacks and sugar-sweetened beverages during gameplay or an increased likelihood of skipping meals [ 9 ]. An association between video games and an increased risk of a higher BMI [ 9 ], lower general health status, and higher levels of sedentary behaviour were also found [ 10 ]. Stress markers during video gameplay have been shown to increase the number of calories consumed, with a preference for fatty and sweet foods [ 11 ].…”
Section: Introductionmentioning
confidence: 99%
“…It is evident that there are many undesirable behaviors that should not be emulated by children and teenagers in the games that are played. This undesirable conduct includes actions that lead to violence, such as beating, molesting, or even killing opponents in the game (Adiningtiyas, 2017;Chan et al, 2021). The more often this harmful behavior is observed by children and teenagers, the more likely it is to be accepted as normal.…”
Section: Discussionmentioning
confidence: 99%
“…On the one hand, it must be recognized that technological developments online game has opened new possibilities in human life, especially in the world of entertainment (Gandolfi et al, 2021;Hwang et al, 2012). The online game has even become one of the major industries that bring in large economic benefits (Chan et al, 2021;Gong & Hassink, 2019). However, on the other hand, online games also have an unfavorable impact, especially for school-age children.…”
Section: Introductionmentioning
confidence: 99%
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