Literature DB >> 30272488

Electronic Gaming Characteristics Associated with Class 3 Severe Obesity in Youth Who Attend the Pediatric Weight Management Programs of the COMPASS Network.

Thao-Ly T Phan1, Jared M Tucker2, Robert Siegel3, Amy L Christison4, William Stratbucker2, Lloyd N Werk5, Jobayer Hossain1, George Datto1, Douglas A Gentile6, Sam Stubblefield1.   

Abstract

BACKGROUND: The prevalence of severe obesity and electronic game use among youth has increased over time.
METHODS: We administered a survey assessing gaming and psycho-demographic characteristics to youth aged 11-17 attending five weight management programs. We conducted chi-square and logistic regression analyses to describe the association between class 3 severe obesity and gaming characteristics.
RESULTS: Four hundred twelve youth (51% female, 26% Black, 25% Hispanic, 43% White, and 44% with class 3 severe obesity) completed the survey. There was a stepwise relationship between time spent gaming and class 3 severe obesity, with 28% of those playing 2 to <4 hours a day, 48% of those playing 4 to <6 hours a day, and 56% of those playing ≥6 hours a day having class 3 severe obesity (p = 0.002). Compared to youth without class 3 severe obesity, youth with class 3 severe obesity were more likely to have a TV in the bedroom (76% vs. 63%, p = 0.004) and play games on a console (39% vs. 27%, p = 0.03) and were less likely to report parental limit setting on type of games played (7% vs. 16%, p = 0.006). Youth who played games ≥4 hours a day were 1.94 times (95% confidence interval 1.27-3.00) more likely to have class 3 severe obesity than those who played <4 hours a day, after adjustment for demographic, behavioral, and academic variables.
CONCLUSIONS: Our study demonstrates a clear association between gaming characteristics, especially time spent gaming, and severe obesity in youth. Further research testing family-based interventions that target gaming behaviors in youth are needed.

Entities:  

Keywords:  parenting; pediatric obesity; screen time; sedentary behavior; severe obesity; video game

Year:  2018        PMID: 30272488      PMCID: PMC6338554          DOI: 10.1089/chi.2018.0156

Source DB:  PubMed          Journal:  Child Obes        ISSN: 2153-2168            Impact factor:   2.992


  54 in total

1.  Household television access: associations with screen time, reading, and homework among youth.

Authors:  J L Wiecha; A M Sobol; K E Peterson; S L Gortmaker
Journal:  Ambul Pediatr       Date:  2001 Sep-Oct

2.  Parental influences on adolescent problem behavior: revisiting Stattin and Kerr.

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Journal:  Child Dev       Date:  2004 May-Jun

Review 3.  Relationships between media use, body fatness and physical activity in children and youth: a meta-analysis.

Authors:  S J Marshall; S J H Biddle; T Gorely; N Cameron; I Murdey
Journal:  Int J Obes Relat Metab Disord       Date:  2004-10

4.  Impulsivity, self-regulation,and pathological video gaming among youth: testing a mediation model.

Authors:  Albert K Liau; Eng Chuan Neo; Douglas A Gentile; Hyekyung Choo; Timothy Sim; Dongdong Li; Angeline Khoo
Journal:  Asia Pac J Public Health       Date:  2011-12-23       Impact factor: 1.399

5.  Research electronic data capture (REDCap)--a metadata-driven methodology and workflow process for providing translational research informatics support.

Authors:  Paul A Harris; Robert Taylor; Robert Thielke; Jonathon Payne; Nathaniel Gonzalez; Jose G Conde
Journal:  J Biomed Inform       Date:  2008-09-30       Impact factor: 6.317

6.  Sedentary Time, Physical Activity, and Executive Function in a Longitudinal Study of Youth.

Authors:  Eric E Wickel
Journal:  J Phys Act Health       Date:  2016-12-05

7.  Recognizing problem video game use.

Authors:  Guy Porter; Vladan Starcevic; David Berle; Pauline Fenech
Journal:  Aust N Z J Psychiatry       Date:  2010-02       Impact factor: 5.744

Review 8.  Sedentary behaviour as an emerging risk factor for cardiometabolic diseases in children and youth.

Authors:  Travis J Saunders; Jean-Philippe Chaput; Mark S Tremblay
Journal:  Can J Diabetes       Date:  2014-02       Impact factor: 4.190

9.  Pathological video-gaming among Singaporean youth.

Authors:  Hyekyung Choo; Douglas A Gentile; Timothy Sim; Dongdong Li; Angeline Khoo; Albert K Liau
Journal:  Ann Acad Med Singapore       Date:  2010-11       Impact factor: 2.473

10.  Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

Authors:  Geir Scott Brunborg; Rune Aune Mentzoni; Lars Roar Frøyland
Journal:  J Behav Addict       Date:  2014-02-03       Impact factor: 6.756

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  2 in total

Review 1.  Children's Health in the Digital Age.

Authors:  Birgitta Dresp-Langley
Journal:  Int J Environ Res Public Health       Date:  2020-05-06       Impact factor: 3.390

Review 2.  A systematic review of screen-time literature to inform educational policy and practice during COVID-19.

Authors:  Siamack Zahedi; Rhea Jaffer; Anuj Iyer
Journal:  Int J Educ Res Open       Date:  2021-11-09
  2 in total

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