| Literature DB >> 35684027 |
David Micallef1, Lukas Parker1, Linda Brennan1, Bruno Schivinski1, Michaela Jackson1.
Abstract
Emerging adults (EAs), defined as adults aged 18 to 25, remain a difficult group to engage in healthy behaviours (including positive dieting and eating patterns). The environmental elements that influence the health behaviours of EAs have been studied. However, the literature is mixed on how online game environments, including eSports and game streaming, can be used to positively engage EAs. In this scoping review, we identified and analysed research on online games, EAs, and dietary patterns to create a behavioural ecological map of influences that intersect with EAs through online games. In total, 75 studies were found, identifying 23 influences that intersect with EAs through their online game use. ESports organisations, eSports athletes, and content creators may be areas of future research (and intervention) as these factors could positively influence the dietary behaviours of EAs (through online games).Entities:
Keywords: diet; eSports; gaming; nutrition; online games; social marketing; video games; young adults
Mesh:
Year: 2022 PMID: 35684027 PMCID: PMC9182998 DOI: 10.3390/nu14112226
Source DB: PubMed Journal: Nutrients ISSN: 2072-6643 Impact factor: 6.706
Figure 1PRISMA flowchart for this study.
Figure 2Year of publication analysis.
Characteristics of scoping review studies from the two independent literature searches.
| Author | Year | Search Theme | Participants | Location | Age | Gender | Influences Identified |
|---|---|---|---|---|---|---|---|
| Padilla-Walker, et al. [ | 2010 | Emerging adults | 813 | USA | 18–26 | M; F | Peers; family; intimate partners |
| Skoric and Kwan [ | 2011 | Emerging Adults | 385 | Singapore | 18–29 | M; F | Peers; virtual peers; virtual worlds |
| Perez, et al. [ | 2012 | Emerging Adults | 1000 | Australia | 12–24 | M; F | Brands and advertisers |
| Kontour [ | 2012 | Emerging adults | N/A | N/A | N/A | M | Online gamer communities; content creators; video game publishers; avatars |
| Coyne, et al. [ | 2013 | Emerging adults | N/A | N/A | N/A | N/A | Peers; Family |
| Schiano, Nardi, Debeauvais, Ducheneaut and Yee [ | 2014 | Emerging Adults | 2865 | Worldwide | 18–40 | M; F | Peers; family; intimate partners; virtual peers |
| Bourgonjon [ | 2014 | Emerging adults | N/A | N/A | N/A | N/A | Video game producers; government and policymakers; |
| Bean, et al. [ | 2016 | Emerging adults | 465 | Worldwide | 18–25 | M; F | Peers |
| Millington [ | 2016 | Emerging adults | N/A | N/A | N/A | N/A | Console makers; video game producers; family; government and policymakers; health organisations |
| Poppelaars, et al. [ | 2018 | Emerging Adults | 146 | USA | 20.21 (mean) | M; F | Health organisations; video game producers; |
| Peeples, et al. [ | 2018 | Emerging adults | N/A | N/A | N/A | N/A | Virtual worlds; virtual peers; characters; avatars |
| Bragg, Roberto, Harris, Brownell and Elbel [ | 2018 | Emerging adults | N/A | N/A | N/A | N/A | Brands and advertisers; video game producers; government; and policymakers |
| Nordby, et al. [ | 2019 | Emerging adults | 393 | Norway | 18–60 | M; F | Video game producers |
| Kuukka, Uusiautti and Maatta [ | 2019 | Emerging adults | 8 | Finland | 26–28 | M; Non-Binary | Peers; guilds and clubs |
| McDaniel and Forsyth [ | 2019 | Emerging adults | N/A | N/A | N/A | N/A | Brands and advertisers; video game-playing sites |
| Chung, et al. [ | 2019 | Emerging adults | N/A | N/A | N/A | N/A | Online gamer communities; government and policymakers; video game producers; streaming platforms; eSports organisations; eSports athletes |
| García and Murillo [ | 2020 | Emerging adults | 11,018 | Spain | 15+ | M; F | Online gamer communities; streaming platforms; eSports organisations; sports organisations |
| Elasri-Ejjaberi, et al. [ | 2020 | Emerging adults | 1619 | Spain | 8–14 and 15–25 | M; F | Online gamer communities; content creators; Streaming platforms; eSports organisations; Sports organisations; brands and advertisers |
| Kelly, et al. [ | 2021 | Emerging adults | 905 | Australia | 12–24 + parents (age NS) | M; F | Peers; Virtual peers; health organisations; video game producers |
| Bengtsson, Blackman, King, Østergaard, Bengtsson, Bom and Fynbo [ | 2021 | Emerging adults | 35 | Denmark | 16–19 | F; M | Peers; virtual peers; parents |
| Hussain, et al. [ | 2021 | Emerging adults | 9 | Pakistan | 18–29 | F | Avatars; Virtual peers; Virtual worlds |
| van Berlo, et al. [ | 2021 | Emerging adults | 81 | Netherlands | 18–30 | M; F | Virtual worlds; brands and advertisers |
| Chan, Huo, Kelly, Leung, Tisdale and Gullo [ | 2022 | Emerging adults | N/A | N/A | N/A | N/A | eSports organisations |
| Jin [ | 2010 | PA and nutrition | 75 | USA | College students | M; F | Avatars; augmented spaces |
| Song, et al. [ | 2011 | PA and nutrition | 85 | USA | College students | M; F | Avatar; Augmented spaces |
| Garn, et al. [ | 2012 | PA and nutrition | 30 | USA | 20.5 (mean) | M; F | Exergames; peers |
| Peng and Crouse [ | 2013 | PA and nutrition | 162 | USA | 18–23 | M;F | Virtual peers; augmented spaces |
| Shaw [ | 2013 | PA and nutrition | 2 | USA | 23–34 | F | Virtual worlds; characters; avatars; online gamer communities; video game media |
| Kastenmuller, et al. [ | 2013 | PA and nutrition | 147 | UK | 20–22 (mean across 3 studies) | M; F | Avatars |
| Kowert, et al. [ | 2014 | PA and nutrition | 2551 | Germany | 14+ | M;F | Peers; |
| Vernadakis, et al. [ | 2014 | PA and nutrition | 232 | Greece | 18–20 | M; F | Augmented spaces |
| Lyons, et al. [ | 2014 | PA and nutrition | 97 | USA | 18–35 | M; F | Video game producers; augmented spaces |
| Kim, et al. [ | 2014 | PA and nutrition | 119 | USA | 18–42 | M; F | Augmented spaces; exergames; avatars |
| Gan, Servio, Fewtrell and Wells [ | 2014 | PA and nutrition | 72 | UK | NS | M | Virtual worlds |
| Peng, et al. [ | 2015 | PA and nutrition | 127 | USA | 18–25 | M; F | Augmented spaces |
| Kakinami, et al. [ | 2015 | PA and nutrition | 829 | Canada | 24 (mean) | M; F | Exergames |
| Kari and Karhulahti [ | 2016 | PA and nutrition | 115 | Worldwide | 16–30+ | M; F | eSports athletes |
| Henchoz, et al. [ | 2016 | PA and nutrition | 4933 | Switzerland | 18–25 (mean 19.95 at baseline) | M | Peers; |
| Nguyen, et al. [ | 2016 | PA and nutrition | 117 | Taiwan | 21–31 | NS | Augmented spaces; exergames |
| Kim and Timmerman [ | 2016 | PA and nutrition | 47 | USA | 21.75 (mean) | M; F; | Avatars; video game producers; |
| Kaczmarek, Misiak, Behnke, Dziekan and Guzik [ | 2017 | PA and nutrition | 444 | Poland | 12–50 | M; F | Augmented spaces; exergames |
| Said Vojciechowski, et al. [ | 2017 | PA and nutrition | 40 | Brazil | 18–30 | M; F | Augmented spaces |
| Yang and Liu [ | 2017 | PA and nutrition | 262 | USA | 18–58 | M; F | Peers; Virtual peers; augmented spaces; |
| Wong [ | 2017 | PA and nutrition | 644 | Hong Kong | 18–60 (majority 18–25) | M; F | Augmented spaces |
| Huang, et al. [ | 2017 | PA and nutrition | 113 | Taiwan | 20–24 | M; F | Exergames; |
| Joo and Kim [ | 2017 | PA and nutrition | 124 | South Korea | 20–29 | M; F | Avatars |
| Nigg, et al. [ | 2017 | PA and nutrition | 486 | USA | 28.6 (mean) | M; F | Augmented spaces; |
| Krittanawong, et al. [ | 2017 | PA and nutrition | N/A | Worldwide | N/A | N/A | Augmented spaces; exergames |
| Adachi and Willoughby [ | 2017 | PA and nutrition | N/A | N/A | N/A | N/A | Virtual peers; guilds and clubs; avatars; augmented spaces |
| Liew, et al. [ | 2018 | PA and nutrition | 121 | Australia | 18–29 | M; F | Peers; avatars; virtual worlds; |
| Gabbiadini, et al. [ | 2018 | PA and nutrition | 981 | USA | 18+ (mean 32.55) | M; F | Augmented spaces; peers |
| Wattanapisit, et al. [ | 2018 | PA and nutrition | 26 | Thailand | 20–24 | M; F | Augmented spaces |
| Marquet, et al. [ | 2018 | PA and nutrition | 74 | USA | College students | M; F | Augmented spaces |
| Hallmann and Giel [ | 2018 | PA and nutrition | N/A | N/A | N/A | N/A | eSports athletes; eSports organisations; eSports events and game-playing sites; sports organisations; government and policymakers |
| Williams and Slak-Valek [ | 2019 | PA and nutrition | 438 | Worldwide | 18+ | M; F | Augmented spaces; |
| Huang, et al. [ | 2019 | PA and nutrition | 337 | Taiwan | 18+ | M; F | Exergames; |
| Bock, et al. [ | 2019 | PA and nutrition | 189 | USA | 20–79 | M; F | Virtual worlds; exergames; |
| Ni, et al. [ | 2019 | PA and nutrition | 65 | Hong Kong | 20.7 (mean) | M; F | Augmented spaces |
| Ekdahl and Ravn [ | 2019 | PA and nutrition | N/A | Denmark | N/A | N/A | eSports athletes; eSports organisations; eSports events; virtual worlds |
| Pargman and Svensson [ | 2019 | PA and nutrition | N/A | Sweden | N/A | N/A | eSports organisations; sports organisations; video game producers; virtual worlds |
| Faric, et al. [ | 2019 | PA and nutrition | N/A | UK | N/A | N/A | Virtual worlds; exergames; peers |
| Frolich, et al. [ | 2020 | PA and nutrition | 230 | USA | 18–54 | M; F; NB | Characters; augmented spaces |
| Soltani, et al. [ | 2020 | PA and nutrition | 76 | France | 19–30 | M;F | Augmented spaces |
| Marello, et al. [ | 2020 | PA and nutrition | 130 | USA | 19–76 | M; F | Augmented spaces; peers; family |
| Yan, et al. [ | 2020 | PA and nutrition | 288 | USA | 19.03 (mean) | M; F | Augmented spaces; exergames |
| Pelletier, Lessard, Piche, Tetreau and Descarreaux [ | 2020 | PA and nutrition | N/A | N/A | N/A | N/A | eSports organisations; sports organisations; health organisations; government and policymakers |
| Laato, et al. [ | 2021 | PA and nutrition | 515 | Finland | 18+ (48% 18–25) | M;F | Peers; virtual peers; augmented spaces |
| Pereira, et al. [ | 2021 | PA and nutrition | 433 | Portugal | 18+ (median 22) | M; F | Virtual worlds |
| Yoganathan, et al. [ | 2021 | PA and nutrition | 15 (focus groups) | UK | 19–30 | M;F | Content creator; online gamer communities; virtual peers |
| Kim [ | 2021 | PA and nutrition | 258 | USA | 19+ | M;F | Video game producers; virtual peers |
| Esteves, et al. [ | 2021 | PA and nutrition | 212 | Spain | 23–30 | M; F | Peers; virtual peers |
| Wang and Skjervold [ | 2021 | PA and nutrition | 2191 | Worldwide | 5–67 (mean 24) | M; F | Augmented spaces; peers; virtual peers |
| Lee, et al. [ | 2021 | PA and nutrition | N/A | N/A | N/A | N/A | Augmented spaces; virtual peers |
| Ketelhut, Martin-Niedecken, Zimmermann and Nigg [ | 2021 | PA and nutrition | N/A | N/A | N/A | N/A | Augmented spaces; exergames; streaming; eSports organisations; content creator; eSports athletes |
| Evans, Evans, Shank and Fallon [ | 2021 | PA and nutrition | N/S | Worldwide | N/S | N/S | Augmented spaces; peers; virtual peers |
Abbreviations: N/A: element does not apply to the study; not stated: element not indicated in the study; M = male; F = female.
Figure 3Behavioural ecological map of influences that intersect with EAs in online games.
Definitions of influences identified in the scoping review.
| Influence | Definition | Reference |
|---|---|---|
| Micro-level (individual) | ||
| Peers | A person in the same social group and/or demographic with which the person regularly interacts in real life as well as virtually. | [ |
| Avatars | The virtual representation of a player in an online game space and/or community. This can either be pre-determined by the game or virtual space or highly customisable by the user. | [ |
| Virtual peers | Peers that an individual only knows through a virtual environment, such as an online game or an online channel. | [ |
| Family | A person or people with whom the individual is directly related to. | [ |
| Intimate partner | A person the individual is romantically or sexually involved with. | [ |
| Local influences | ||
| Virtual worlds | The virtual game environment in which a user interacts. This can range from contained arenas, such as those in first-person shooter games, to extensive virtual worlds, such as those in strategy and role-player games. | [ |
| Characters | The virtual characters in a game space that allow for interaction and progress the virtual story. | [ |
| Augmented spaces | Physical spaces that are augmented through online games using a smartphone’s GPS and camera functions. | [ |
| Exergames | Video games that require the player to conduct physical movements to participate in the game. | [ |
| Guilds and clubs | Clubs for online gamers. These can be clubs centred around specific games for individual gamers to play together. | [ |
| eSports events and video game-playing sites | Public, event-based game activity, including arena-style eSports events and smaller video game arcades and bars. | [ |
| Community influences | ||
| eSports athletes | Professional players who derive an income from playing online games competitively. | [ |
| Video game producers | The publishers of online game content. | |
| Brands and advertisers | Organisations who target gamers through branding and advertising in online games and related channels. | [ |
| eSports organisations | Organisations in eSports, including eSports teams, eSports leagues, and governing associations. | [ |
| Console makers | Creators of video game consoles, such as Sony (PlayStation), Microsoft (Xbox), and Nintendo (Wii). | |
| Health organisations | Organisations whose primary missions are to improve the health of their communities. | |
| Streaming platforms | A platform that allows the live-sharing of gameplay and other media content, such as Twitch or YouTube. The platforms also allow for live interactions with viewers of the stream. | [ |
| Content creators | They are also referred to as streamers; content creators create game-related media content through streaming platforms such as Twitch for their viewers. | [ |
| Sports organisations | Traditional sports clubs and governing bodies. | [ |
| Online gamer communities | General clubs and online communities where participants come together to discuss online games and potentially find virtual peers to play specific games or form guilds/clubs (See guilds and clubs). | [ |
| Government and policymakers | Governing bodies and those involved in the development of government policies. | |
| Video game media | Traditional and online media focused on video games. | |