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Accepted for/Published in: JMIR Pediatrics and Parenting

Date Submitted: Dec 8, 2022
Date Accepted: Apr 3, 2023

The final, peer-reviewed published version of this preprint can be found here:

Prospective Association Between Video and Computer Game Use During Adolescence and Incidence of Metabolic Health Risks: Secondary Data Analysis

Lebby S, Shyam S, Ramadas A, Bohm A, Hill J, Fortuna K, Zoltick S

Prospective Association Between Video and Computer Game Use During Adolescence and Incidence of Metabolic Health Risks: Secondary Data Analysis

JMIR Pediatr Parent 2023;6:e44920

DOI: 10.2196/44920

PMID: 37410530

PMCID: 10360012

Association Between Video and Computer Game Usage During Adolescence and Metabolic Health Risks in Adulthood

  • Stephanie Lebby; 
  • Sangeetha Shyam; 
  • Amutha Ramadas; 
  • Andrew Bohm; 
  • Julia Hill; 
  • Karen Fortuna; 
  • Stephanie Zoltick

ABSTRACT

Background:

Video and computer games are a popular activity, with 72% of teens aged 13 to 17 reporting video game usage on either a computer, game console, or portable device. Despite high levels of video and computer game usage in adolescence, relatively little scientific literature exists examining the association and effects of video and computer games on adolescents.

Objective:

The objective of this study was to examine the prevalence of video and computer game usage Among United States adolescents and rates of positive screens for obesity, diabetes, high blood pressure, and high cholesterol.

Methods:

A secondary data analysis was conducted using the National Longitudinal Study of Adolescent to Adult Health (Add Health) data, including adolescents aged 12 to 19 between 1994 and 2018.

Results:

Respondents who played the most video and computer games had a significantly higher body mass index and were more likely to self-report having at least one of the evaluated metabolic disorders obesity (body mass index > 30kg/m2), diabetes, high blood pressure (blood pressure > 140/90) and high cholesterol (>240). With increased video or computer game use, there was a statistically significant increase in high blood pressure rates in each quartile, with those with more frequent use also having higher rates of high blood pressure. A similar trend was observed for diabetes, though the association did not reach statistical significance. No significant association was observed between video or computer game usage and diagnosis of dyslipidemia, eating disorders, or depression.

Conclusions:

Frequency of video and computer game usage is associated with obesity, diabetes, high blood pressure, and high cholesterol in adolescents aged 12-19. Adolescents who play the most video and computer games have a significantly higher body mass index. They are more likely to have at least one of the evaluated metabolic disorders, diabetes, high blood pressure, and high cholesterol. Public health interventions designed to target modifiable disease states through health promotion and self-management may support the health of adolescents aged 12-19. Video and computer games can integrate health promotion interventions in gameplay. This is an important area of future research as video and computer games are integrated into the lives of adolescents.


 Citation

Please cite as:

Lebby S, Shyam S, Ramadas A, Bohm A, Hill J, Fortuna K, Zoltick S

Prospective Association Between Video and Computer Game Use During Adolescence and Incidence of Metabolic Health Risks: Secondary Data Analysis

JMIR Pediatr Parent 2023;6:e44920

DOI: 10.2196/44920

PMID: 37410530

PMCID: 10360012

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