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大学生的膳食模式是否因玩视频游戏而不同?

Do dietary patterns differ with video game usage in college men?

机构信息

Department of Agriculture, Nutrition, and Food Systems, University of New Hampshire, Durham, New Hampshire, USA.

出版信息

J Am Coll Health. 2024 Nov;72(8):2362-2370. doi: 10.1080/07448481.2022.2110381. Epub 2022 Aug 23.

DOI:10.1080/07448481.2022.2110381
PMID:35997702
Abstract

To assess differences in dietary quality among college men reporting high, moderate, and non-video game usage. College men aged 18-24. Cross-sectional data were collected between 2012 and 2020. Participants ( = 1259) were categorized according to self-reported video game usage: non-users (NVG), <1 h/day (MVG), and ≥1 h/day (HVG). ANCOVA identified group differences in nutrient intake from 3-day food records. College men reported 30% NVG, 39% MVG, and 31% HVG. Higher saturated fat (30.2 ± 0.4 g and 30.1 ± 0.3 g, vs. 28.5 ± 0.4 g,  < .01,  < .01) and lower fruit/vegetable intake (3.00 ± 0.1 cups and 2.91 ± 0.1 cups, vs. 3.45 ± 0.1 cups,  < .00,  < .00) was observed in HVG and MVG vs. NVG. Higher discretionary calories (750 ± 13 kcals, vs. 686 ± 13 kcals,  < .00) in HVG and sodium (3922 ± 44 mg, vs. 3860 ± 50 mg,  < .02) in MVG were reported vs. NVG. Video game usage was associated with higher saturated fat, sodium, discretionary calories, and lower F/V intake in college men.

摘要

评估报告高、中、低视频游戏使用量的大学生男性的饮食质量差异。年龄在 18-24 岁的大学生。2012 年至 2020 年期间收集了横断面数据。根据自我报告的视频游戏使用情况,将参与者分为非使用者(NVG)、每天<1 小时(MVG)和每天≥1 小时(HVG)。ANCOVA 从 3 天的食物记录中确定了营养素摄入量的组间差异。报告称,大学生男性中 30%为 NVG,39%为 MVG,31%为 HVG。较高的饱和脂肪(30.2±0.4g 和 30.1±0.3g,分别为 28.5±0.4g, < .01, < .01)和较低的水果/蔬菜摄入量(3.00±0.1 杯和 2.91±0.1 杯,分别为 3.45±0.1 杯, < .00, < .00)在 HVG 和 MVG 与 NVG 相比。HVG 和 MVG 中报告的可自由支配的卡路里(750±13 kcals,分别为 686±13 kcals, < .00)和钠(3922±44mg,分别为 3860±50mg, < .02)均高于 NVG。视频游戏使用与大学生男性中较高的饱和脂肪、钠、可自由支配的卡路里和较低的 F/V 摄入量有关。

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