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儿童玩视频游戏与体重指数和其他能量平衡行为的关联。

Association of Video Game Use With Body Mass Index and Other Energy-Balance Behaviors in Children.

机构信息

Research Department of Behavioural Science and Health, University College London, London, England.

School of Medicine Dentistry and Biomedical Sciences, Queens University Belfast, Belfast, United Kingdom.

出版信息

JAMA Pediatr. 2020 Jun 1;174(6):563-572. doi: 10.1001/jamapediatrics.2020.0202.

Abstract

IMPORTANCE

Childhood obesity is one of the biggest public health threats facing the UK, and video game use is considered a risk behavior for obesity among children. However, few studies have explored the prospective association between video game use and body mass index (BMI) or the potential mediators of this association.

OBJECTIVES

To investigate whether a longer-term association exists between video game use at a young age and BMI SD score in later years, independent of television use, and to ascertain whether this association is mediated by other energy-balance behaviors.

DESIGN, SETTING, AND PARTICIPANTS: This cohort study is a secondary analysis of data from the Millennium Cohort Study, a nationally representative sample of children who were born in the UK between September 1, 2000, and January 31, 2002, that focused on data collected when the children were aged 5, 7, 11, and 14 years. Data for all variables, except BMI, were provided by parental or caregiver reporting if the children were younger than 14 years of age. At age 14 years, the children self-reported their own behavior. Initial data analysis was conducted between September 18, 2018, and September 28, 2018, with supplementary analyses conducted from October 7, 2019, to November 22, 2019.

MAIN OUTCOMES AND MEASURES

The main outcome variable was BMI SD scores, with video game use as the exposure variable of interest. Physical activity, bedtime regularity, sugar-sweetened beverage consumption, and high-calorie food consumption were included as potential mediating behaviors.

RESULTS

The full sample comprised 16 376 children and had a nearly equal number of boys (8393 [51.3%]) and girls (7983 [48.7%]). Every 1 SD increase in the number of hours of video game use at age 5 years was associated with a β = 0.018 higher BMI SD score at age 14 years (95% CI, 0.004-0.032). A small partial mediation of this association was found (direct association: β = 0.017 [95% CI, 0.003-0.031]; indirect association: β = 0.0011 [95% CI, 0.0003-0.0019]), suggesting that irregular bedtimes and higher consumption of sugar-sweetened beverages were mediators. The mediation model accounted for 36.7% (95% CI, 35.5-37.8) of the variance of the BMI SD score at age 14 years.

CONCLUSIONS AND RELEVANCE

Results of this study suggest a small (and not clinically meaningful) association between video game use in early childhood and higher BMI in later years, which may be mediated by irregular bedtimes and higher consumption of sugar-sweetened beverages. Future interventions to prevent childhood obesity should incorporate health promotion in mainstream video games to target children most at risk because of their high level of video game use.

摘要

重要性

儿童肥胖是英国面临的最大公共卫生威胁之一,而玩电子游戏被认为是儿童肥胖的一种风险行为。然而,很少有研究探讨儿童早期玩电子游戏与多年后体重指数(BMI)之间的前瞻性关联,也很少有研究探讨这种关联的潜在中介因素。

目的

探究儿童在 5 岁时玩电子游戏的时间是否与多年后 BMI 标准差存在关联,这种关联是否独立于看电视时间,以及这种关联是否可以通过其他能量平衡行为来解释。

设计、地点和参与者:这是一项针对英国千年队列研究(Millennium Cohort Study)数据的二次分析,该研究是一项全国代表性的儿童队列研究,于 2000 年 9 月 1 日至 2002 年 1 月 31 日期间出生的儿童。研究重点是在儿童 5 岁、7 岁、11 岁和 14 岁时收集的数据。如果儿童年龄小于 14 岁,除 BMI 外,所有变量的数据均由父母或看护人报告提供。在 14 岁时,儿童自我报告自己的行为。初始数据分析于 2018 年 9 月 18 日至 2018 年 9 月 28 日进行,补充分析于 2019 年 10 月 7 日至 2019 年 11 月 22 日进行。

主要结局和测量指标

主要结局变量是 BMI 标准差,以电子游戏使用为感兴趣的暴露变量。体力活动、就寝时间规律、含糖饮料消费和高热量食物消费被纳入潜在的中介行为。

结果

总样本包括 16376 名儿童,其中男孩(8393 名[51.3%])和女孩(7983 名[48.7%])数量几乎相等。与 5 岁时每增加 1 小时玩电子游戏的时间相比,14 岁时 BMI 标准差的β值增加 0.018(95%CI,0.004-0.032)。研究发现,这种关联存在一定程度的部分中介作用(直接关联:β=0.017[95%CI,0.003-0.031];间接关联:β=0.0011[95%CI,0.0003-0.0019]),表明不规则的就寝时间和含糖饮料摄入量的增加是中介因素。该中介模型解释了 14 岁时 BMI 标准差方差的 36.7%(95%CI,35.5-37.8)。

结论和相关性

本研究结果表明,儿童在幼儿期玩电子游戏与多年后 BMI 较高之间存在较小(且无临床意义)的关联,这种关联可能是通过不规则的就寝时间和含糖饮料摄入量的增加来介导的。未来预防儿童肥胖的干预措施应将健康促进纳入主流电子游戏中,以针对因过度玩电子游戏而面临最大风险的儿童。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eceb/7136857/2a0adb24fa83/jamapediatr-174-563-g001.jpg

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