Literature DB >> 19006465

Relationships between electronic game play, obesity, and psychosocial functioning in young men.

Elizabeth Wack1, Stacey Tantleff-Dunn.   

Abstract

Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.

Entities:  

Mesh:

Year:  2009        PMID: 19006465     DOI: 10.1089/cpb.2008.0151

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  10 in total

Review 1.  The relationship between built environments and physical activity: a systematic review.

Authors:  Alva O Ferdinand; Bisakha Sen; Saurabh Rahurkar; Sally Engler; Nir Menachemi
Journal:  Am J Public Health       Date:  2012-08-16       Impact factor: 9.308

2.  Problem Video Gaming Among Children Enrolled in Tertiary Weight Management Programs.

Authors:  Sam Stubblefield; George Datto; Thao-Ly T Phan; Lloyd N Werk; Kristin Stackpole; Robert Siegel; William Stratbucker; Jared M Tucker; Amy L Christison; Jobayer Hossain; Douglas A Gentile
Journal:  Cyberpsychol Behav Soc Netw       Date:  2017-02

3.  Correlates of video games playing among adolescents in an Islamic country.

Authors:  Hamid Allahverdipour; Mohsen Bazargan; Abdollah Farhadinasab; Babak Moeini
Journal:  BMC Public Health       Date:  2010-05-27       Impact factor: 3.295

4.  Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults.

Authors:  Niko Männikkö; Joël Billieux; Maria Kääriäinen
Journal:  J Behav Addict       Date:  2015-12       Impact factor: 6.756

5.  Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.

Authors:  Federica Pallavicini; Alessandro Pepe
Journal:  JMIR Serious Games       Date:  2020-06-17       Impact factor: 4.143

6.  Computer Game Addiction and Loneliness in Children.

Authors:  Hülya Kök Eren; Özlem Örsal
Journal:  Iran J Public Health       Date:  2018-10       Impact factor: 1.429

7.  Actual vs. perceived exertion during active virtual reality game exercise.

Authors:  Trenton H Stewart; Kirsten Villaneuva; Amanda Hahn; Julissa Ortiz-Delatorre; Chandler Wolf; Randy Nguyen; Nicole D Bolter; Marialice Kern; James R Bagley
Journal:  Front Rehabil Sci       Date:  2022-08-08

8.  The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study.

Authors:  Steffen Christian Ekkehard Schmidt; Stefan Sell; Alexander Woll
Journal:  Interact J Med Res       Date:  2022-09-29

9.  Gaming well: links between videogames and flourishing mental health.

Authors:  Christian M Jones; Laura Scholes; Daniel Johnson; Mary Katsikitis; Michelle C Carras
Journal:  Front Psychol       Date:  2014-03-31

10.  Evaluating Computer Screen Time and Its Possible Link to Psychopathology in the Context of Age: A Cross-Sectional Study of Parents and Children.

Authors:  Aviv Segev; Aviva Mimouni-Bloch; Sharon Ross; Zmira Silman; Hagai Maoz; Yuval Bloch
Journal:  PLoS One       Date:  2015-11-04       Impact factor: 3.240

  10 in total

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