Calvert , Amanda E. Staiano , and Bradley J. Author information Copyright and License information Disclaimer. Calvert: moc. Staiano: ude. Bond: moc. Copyright notice. See other articles in PMC that cite the published article. Abstract Children and adolescents in the United States and in many countries are projected to have shorter life spans than their parents, partly because of the obesity crisis engulfing the developed world.
Food and Beverage Marketing to Children Media provide platforms for marketers of low-nutrient foods to reach children and adolescents, which can increase obesity and other health-related issues such as type II diabetes and cardiovascular disease Calvert, Food Preferences and Mobile Apps Another approach to get children to eat healthy is via mobile phone apps.
Conclusions Energy balance, in terms of consuming the right kinds of media to promote healthy eating as well as physical movement, is within our grasp. Contributor Information Sandra L. Journal of the American Dietetic Association. Shakra: Tracking and sharing daily activity levels with unaugmented mobile phones.
Mobile Network Applications. Physiological responses while playing Nintendo Wii sports. Journal of Undergraduate Kinesiology Research. Caring for mobile phone—based virtual pets can influence youth eating behaviors. Journal of Children and Media. Children as consumers: Advertising and marketing.
The Future of Children. ACM Computers in Entertainment. Playing active video games increases energy expenditure in children.
Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: Cross sectional study. British Medical Journal. Journal of Children and the Media. Heidelberg: Springer-Verlag; Food marketing to children and youth: Threat or opportunity? Prevalence of high body mass index in U. Journal of the American Medical Association.
Use of advergames to promote consumption of nutritious foods and beverages by low-income African American children. Archives of Pediatrics and Adolescent Medicine. Generation M 2 : Media in the lives of 8- to year-olds. Meal pattern, food choice, nutrient intake, and lifestyle factors in the Goteborg Adolescence Study.
European Journal of Clinical Nutrition. Adolescent exergame play for weight loss and psychosocial improvement: A controlled physical activity intervention. Advance online publication. Find out how to enable Javascript here. Get updates. The inside track on the marketing strategies of Olympic food and soft drink sponsors, and the sponsorship deals behind them. This is just seeking to downplay the role diet has in obesity, rather than acknowledging that both increased activity and a healthier diet are vital.
Sports sponsorship — a winning formula for junk food companies. Children's Food Campaign : Better food and food teaching for children in schools, and protection of children from junk food marketing are the aims of Sustain's high-profile Children's Food Campaign. We also want clear food labelling that can be understood by everyone, including children.
Demand Government buys high-quality food for our schools and hospitals. Take action. Sustain advocates food and agriculture policies and practices that enhance the health and welfare of people and animals, improve the working and living environment, promote equity and enrich society and culture.
Your personal information will be kept private and held securely by Sustain. The mass use and social acceptability of video gaming may have downstream influences on energy-related behaviors on children [ 75 ]. While this review did not specifically examine video game addiction, further investigations are needed into pathways of video game addiction and potential links to obesity [ 72 ].
Video game addiction has been associated other negative outcomes, including lower school performance and higher substance use in adolescence [ 76 ] and problematic gaming behaviors later in life [ 77 ]. Strengths of the current body of literature include that there are several reports of video game play and obesity specifically in children and adolescents.
The relationship of video game play with other obesity metrics such as body fat percentage are also beginning to be reported in the scientific literature to add precision beyond anthropometry [ 28 , 29 , 43 ]. Further, more investigation of potential mediation and moderation models [ 20 , 40 ] will help to advance the understanding of the complex relationship between video game play and obesity via behavioral mechanisms.
There are still many limitations and areas of improvement in this field. A chief limitation is the lack of prospective trials.
In the 12 of 26 articles that did report significant associations between video game play and obesity, it is not possible to identify causal relationships. Is video game play causing childhood obesity, or are children with obesity more likely to play video games, or does video game play cluster with other obesogenic behaviors like higher dietary intake and poor sleep and these behaviors may independently explain observed associations?
Another limitation of the literature is that video games advance at a much faster speed than study protocols. This lag limits the potential for long-term studies and creates a constantly evolving definition of video games. These challenges may be surmountable with nimble protocol designs and industry-research partnerships [ 78 ].
Finally, the objective measurement of video game play has not yet advanced, and research has continually relied on self-report data. Objective measures of television use are possible [ 79 ], but video game consoles can also be used for many other purposes streaming services , video games can be played on multiple platforms cell phone, console, or computer , and modern video game play varies widely in terms of content e.
Overall, there is inconclusive evidence that video games are associated with obesity and, due to the lack of longitudinal studies, virtually no evidence to evaluate if video game play directly contributes to obesity or weight gain in children. On the other hand, there is some limited evidence that video game play that involves physical activity can be integrated within behavioral programs to help children to lose weight and attenuate weight gain. We would like to acknowledge Lori Steib and Stacie Davis for their assistance in retrieving journal articles for the review.
The content is solely the responsibility of the authors and does not necessarily represent the official views of the NIH. Conflict of Interest : Kracht, Joseph, and Staiano declare that they have no conflict of interest. Human and Animal Rights and Informed Consent : This article does not contain any studies with human subjects performed by any of the authors. National Center for Biotechnology Information , U. Curr Obes Rep.
Author manuscript; available in PMC Mar Chelsea L. Kracht , Ph. Joseph , B. Staiano , Ph. Elizabeth D. Amanda E. Author information Copyright and License information Disclaimer.
Corresponding author: Amanda E. Copyright notice. The publisher's final edited version of this article is available at Curr Obes Rep. See other articles in PMC that cite the published article. Abstract Purpose of Review: To examine associations between video game play and obesity in children. Summary: This review found ambiguous evidence on the extent to which video game play is or is not significantly associated with obesity in children and preliminary evidence of exergame play as a tool for weight reduction and attenuation of weight gain.
Keywords: pediatric, childhood obesity, video games, exergames, scoping review. Part 1 To what extent do video games serve as an effective intervention tool for healthy weight in children?
Part 2 What gaps still exist in understanding the relationship between video games and obesity, in particular energy balance behaviors? Results The selection of studies is detailed in Figure 1. Open in a separate window.
Figure 1. Table 1. BMI, Objective measure 0 No association between VG play and BMI in crude model and in model adjusted for gender, physical activity level, and ecological momentary assessment adherence.
No crude models reported. No associations found for boys. VG use not assessed individually. No adjusted model reported. Hilpert, , Germany 6. No crude model reported. No association in girls. No association when adjusted for age, sex, ethnicity, maternal education, income, maternal employment. VG not associated with weight status in crude or adjustment standardized residuals for girls. A dose-response relationship was observed between higher daily use and higher risk of obesity in models adjusted for the same covariates.
No association found after adjustment for gender, grade in school, ethnicity, TV viewing or physical activity level. No association found after adjustment for age, gender, school, number of siblings, parental education, active transport, TV viewing, and computer use. Access to VG and never user was associated with obesity in crude model and model adjusted for same covariates.
Access to VG but never using VG in bedroom were more likely to have obesity compared to normal weight in crude model and model adjusted for same covariates. Presence of VG in bedroom associated with a higher BMI in model adjusted for gender, school, and income. Summary Overall, there is inconsistent evidence of the relationship between video gaming and obesity, with just over half of articles indicating no significant association between video game play and obesity.
Part 2: Video Games as an Intervention for Healthy Weight Review of Reviews In recent years, video game play has been a behavioral target for weight reduction and attenuation among children and adolescents — on the one hand, to reduce sedentary video game play and, conversely, to manipulate traditionally sedentary video games into physically active game play.
Table 2. In school settings, 2 RCTs and 2 intervention studies reported weight loss. Current State of Evidence Reducing Video Game Play and Screen-Time for Weight Reduction Two systematic reviews published in the past 5 years surveyed randomized controlled trials RCTs that targeted screen-time reduction in children and adolescents; both reviews revealed that most interventions have failed to effectively reduce screen-time [ 25 , 50 ]. Using Video Games to Reduce Weight Contrary to restricting screen-time, video games have also been examined as potential tools to reduce weight and improve obesogenic behaviors in children and adolescents, using the games to teach or reinforce healthy eating strategies or to engage the player in physical activity.
Part 3: Areas for Future Research Overall, there is inconclusive evidence that video games directly influence childhood obesity, from both observational and intervention studies.
Acknowledgements: We would like to acknowledge Lori Steib and Stacie Davis for their assistance in retrieving journal articles for the review. Footnotes Conflict of Interest : Kracht, Joseph, and Staiano declare that they have no conflict of interest.
Entertainment Software Association. Essential facts about the computer and video game industry [press release] May 14 [cited Mar 27].
Tretkoff E This month in physics history, October physicist invents first video game [Internet]. American Physical Society; Video game history [Internet]. Prev Chronic Dis. Obes Rev. Television viewing habits and their influence on physical activity and childhood overweight.
J Pediatr. May 31 [cited Mar 27]. This report provides recent evidence of video game use by teenagers, including use of different devices. Trends in television time, non-gaming PC use and moderate-to-vigorous physical activity among German adolescents — BMC Public Health.
Play provides social connection for older adults with serious mental illness: A grounded theory analysis of a week exergame intervention. Aging Ment Health. Physical activity and sedentary behavior across three time-points and associations with social skills in early childhood. Video game playing increases food intake in adolescents: a randomized crossover study. Am J Clin Nutr. Electronic games and environmental factors associated with childhood obesity in Switzerland.
Obes Res. Relationships between media use, body fatness and physical activity in children and youth: a meta-analysis. J Adolesc. Sedentary behaviour and obesity development in children and adolescents. Nutr Metab Cardiovasc Dis. Playing for real: video games and stories for health-related behavior change. Am J Prev Med. Child Dev Perspect. Foley L, Maddison R. Use of active video games to increase physical activity in children: a virtual reality?
Pediatr Exerc Sci. Tripathi M, Mishra SK. Screen time and adiposity among children and adolescents: a systematic review. J Public Health. A model linking video gaming, sleep quality, sweet drinks consumption and obesity among children and youth. Clin Obes. The mediating role of energy intake on the relationship between screen time behaviour and body mass index in adolescents with obesity: The HEARTY study.
Exergaming as a strategic tool in the fight against childhood obesity: a systematic review. J Obes. A meta-analysis of active video games on health outcomes among children and adolescents. Gao Z, Chen S. Are field-based exergames useful in preventing childhood obesity? A systematic review.
The effect of interventions targeting screen time reduction: A systematic review and meta-analysis.
0コメント