ArticleBMC public health2020
Health behaviours associated with video gaming in adolescent men: a cross-sectional population-based MOPO study.
Article in BMC public health, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers.
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Who cites it
18 citing papers in PubMed.
- Perceived physical literacy, self-reported physical activity, and sports video gaming among university students: a cross-sectional study.Journal of exercise science and fitness · 2026Article
- Dose-response association between different screen time behaviors and cardiorespiratory fitness among elementary and junior high school students: A population-based cross-sectional study in a Japanese city.Journal of exercise science and fitness · 2026Article
- Associations between screen time and dietary intake among early adolescents: a prospective cohort study.Pediatric research · 2026Article
- A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review.Nutrients · 2026Review
- Motives of Children for Digital Gaming and Physical Activity and Their Parents' Perceptions: Cross-Sectional Matched-Pair Study.JMIR pediatrics and parenting · 2026Article
- Are technologies designed to support physical activity really helping young adults be active? A four-year longitudinal study.Journal of behavioral medicine · 2025Article
- Police Fitness: An International Perspective on Current and Future Challenges.Sports (Basel, Switzerland) · 2025Review
- Bullying and Cyberbullying Are Associated with Inappropriate Use of the Internet, Cell Phones, and Video Games in Children and Adolescents.European journal of investigation in health, psychology and education · 2025Article
- The effect of Internet use on adolescent nutritional outcomes: evidence from China.Journal of health, population, and nutrition · 2025Article
- From activity to obesity: understanding gender and type of school divide among Saudi adolescents.Frontiers in public health · 2025Article
- Measurement Invariance of the Lemmens Internet Gaming Disorder Scale-9 Across Age, Gender, and Respondents.The Psychiatric quarterly · 2024Article
- Investigation of the playing digital games on shoulder flexibility, muscle strength and reaction speed in volleyball players.Frontiers in public health · 2024Article
- Intensity of a Physical Exercise Programme Executed through Immersive Virtual Reality.Healthcare (Basel, Switzerland) · 2023Article
- The association of problematic gaming characteristics with dietary habits among Finnish vocational school students.Scientific reports · 2022Article
- Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study.JMIR serious games · 2022Article
- Characteristics of the gut microbiome in esports players compared with those in physical education students and professional athletes.Frontiers in nutrition · 2022Article
- Physical activity levels, lifestyle behaviour and musculoskeletal health profiles among seated video gamers during COVID-19.BMJ open sport & exercise medicine · 2021Article
- Exploration of Alcohol Consumption Behaviours and Health-Related Influencing Factors of Young Adults in the UK.International journal of environmental research and public health · 2020Article
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6 authors.
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Abstract
backgroundPlaying 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.
methodsSeven hundred ninety-six adolescent men (age: mean = 17.8, SD = 0.6) attended compulsory conscription for military service in 2013 and completed a questionnaire regarding the amount and frequency of their video gaming. They also participated in a medical examination and underwent physiological measurements. The participants who played video games more than 3 h/d on weekdays were compared with those who played 3h/d or less. The association between health behaviours and the amount of playing video gaming was analysed using multivariable logistic regression analysis.
results24.1% (n = 192) of the participants reported video gaming in excess of 3 h/d. This group had higher incidence of having low physical fitness, having poor eating habits, and being obese. No differences were found in smoking or alcohol drinking habits. Other factors, including low leisure-time physical activity (OR = 1.94; 95% CI, 1.29-2.91), low consumption of vegetables and fruits (OR = 0.83; 95% CI, 0.72-0.97), high consumption of sweetened soft drinks (OR = 1.28; 95% CI, 1.06-1.55) and high amount of sitting time (OR = 1.40; 95% CI, 1.28-1.52), explained one-fourth of the difference.
conclusionIn this population-based study, adolescent men who played video games a lot on weekdays had lower physical fitness, were more often obese, and had poorer dietary habits, as compared to their peers who played less often. Because playing video games typically adds to a person's total sedentary time, this activity may be associated with adverse health outcomes at a very young age- especially in combination with poor health behaviours. The results of this study can be utilized to promote health interventions targeted at adolescent men so as to raise their awareness of the disadvantages of excessive video gaming.
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