Evidence map›Paper›PMID 37410530›Full record

ArticleJMIR pediatrics and parenting2023

Prospective Association Between Video and Computer Game Use During Adolescence and Incidence of Metabolic Health Risks: Secondary Data Analysis.

Stephanie R Lebby, Sangeetha Shyam, Amutha Ramadas, Andrew R Bohm, Julia C Hill, Karen L Fortuna, Stephanie R Zoltick

Open access · goldAbstract read
In one paragraph

Article in JMIR pediatrics and parenting, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
2.9field-weighted citation impact, top 8% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed, 5 citations in OpenAlex.

  1. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors at 5 institutions in 3 countries.

Stephanie R LebbyCollege of Nursing and Health Sciences, University of Vermont, Burlington, VT, United States.ORCID https://orcid.org/0009-0003-4536-8642
Sangeetha ShyamCentre for Translational Research, Institute for Research, Development, and Innovation, International Medical University, Kuala Lumpur, Malaysia.ORCID https://orcid.org/0000-0002-3340-1519
Amutha RamadasJeffrey Cheah School of Medicine & Health Sciences, Monash University Malaysia, Selangor, Malaysia.ORCID https://orcid.org/0000-0002-8238-9659
Andrew R BohmThe Dartmouth Institute for Health Policy and Clinical Practice, Geisel School of Medicine at Dartmouth, Lebanon, NH, United States.ORCID https://orcid.org/0000-0003-4782-8430
Julia C HillDartmouth College, Hanover, NH, United States.ORCID https://orcid.org/0000-0002-5062-1839
Karen L FortunaDepartment of Psychiatry, Geisel School of Medicine at Dartmouth, Lebanon, NH, United States.ORCID https://orcid.org/0000-0003-0343-2346
Stephanie R ZoltickDartmouth College, Hanover, NH, United States.ORCID https://orcid.org/0009-0008-5654-2278
Dartmouth College · USDartmouth Institute for Health Policy and Clinical Practice · USInstitute for Medical Research · MYMonash University Malaysia · MYUniversity of Vermont · US

Funding

Peer-Delivered and Technology-Assisted Integrated Illness Management and RecoveryK01MH117496 · NIMH · DARTMOUTH-HITCHCOCK CLINIC · PI FORTUNA, KAREN L. · 2019 to 2023
$615k
NIMH NIH HHS K01 MH117496
6 · The paper itself

Abstract

backgroundVideo 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.

objectiveThe 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.

methodsA 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.

resultsRespondents (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/m

conclusionsFrequency 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.

Indexed as

adolescentsBMIcomputer gamesdiabeteshealth datahigh blood pressurehigh cholesterolmetabolic disorderobesitypediatricsportable deviceteenagervideo games

Identifiers

PMID37410530
PMCPMC10360012
OpenAlexW4383301655

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.