Department of Sports and Exercise Medicine, Oulu Deaconess Institute Foundation sr, Albertinkatu 18A, P.O. Box 365, 90100, Oulu, Finland.
Center for Life Course Health Research, Faculty of Medicine, University of Oulu, P.O. Box 5000, 90014, Oulu, Finland.
BMC Public Health. 2020 Mar 30;20(1):415. doi: 10.1186/s12889-020-08522-x.
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.
Seven 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.
24.1% (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.
In 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.
玩电子游戏作为一种久坐行为方式,与较差的健康幸福感和因慢性病而导致的更高发病风险相关。然而,健康行为与电子游戏之间的关联尚未被充分理解。本基于人群的研究旨在揭示在工作日内大量玩电子游戏的青少年男性与较少玩游戏的同龄人之间在饮食习惯和体力活动方面的差异。
2013 年,796 名青少年男性(年龄:均值=17.8,标准差=0.6)参加了强制性兵役征兵,并完成了一份关于其电子游戏时长和频率的问卷。他们还参加了体检并接受了生理测量。将工作日内每天玩电子游戏超过 3 小时的参与者与每天玩 3 小时或以下的参与者进行比较。使用多变量逻辑回归分析来分析健康行为与玩电子游戏时长之间的关联。
24.1%(n=192)的参与者报告称每天玩电子游戏超过 3 小时。该组具有较低的体能、较差的饮食习惯和肥胖的发生率更高。在吸烟或饮酒习惯方面没有差异。其他因素,包括低休闲时间体力活动(OR=1.94;95%CI,1.29-2.91)、低蔬菜和水果摄入(OR=0.83;95%CI,0.72-0.97)、高含糖软饮料摄入(OR=1.28;95%CI,1.06-1.55)和高坐姿时间(OR=1.40;95%CI,1.28-1.52),解释了四分之一的差异。
在这项基于人群的研究中,与较少玩游戏的同龄人相比,在工作日大量玩电子游戏的青少年男性的体能较低,更常肥胖,并且饮食习惯较差。由于玩电子游戏通常会增加一个人的总久坐时间,因此这种活动可能与年轻时的不良健康结果有关-尤其是与不良健康行为相结合时。本研究的结果可用于促进针对青少年男性的健康干预措施,以提高他们对过度玩电子游戏的不利影响的认识。