Research articleHealth-Risk Correlates of Video-Game Playing Among Adults
Introduction
Among researchers, there is growing concern and uncertainty about the health consequences of video game playing.1, 2 Given the ubiquity of video games—industry estimates suggest that they are played in 65% of American households3, 4—these concerns may be justified. Young people are particularly vulnerable to media exposure,5, 6 and most research on video-game playing has focused on those aged 8–18 years (∼15% of the U.S. population7). National studies8, 9 show that video-game playing is prevalent in this age group, with 59%–73% playing a video game on any given day. Evidence also suggests that video-game playing is associated with adverse health consequences among young people,10, 11 such as aggressive thoughts and behaviors,12 a sedentary lifestyle, overweight,13, 14, 15, 16 and musculoskeletal problems.17 Video-game playing has also been associated with negative social and developmental outcomes, including poor school performance,18, 19 video-game addiction,20, 21 and delinquency.22
Despite the preponderance of adults among video-game players (∼50% aged 18–49 years; 25% aged ≥50 years3, 4), the few studies23, 24, 25 that have examined health risks associated with video-game playing have focused on younger adults (aged 18–30 years), compromising generalizability. Recent evidence suggests, however, that some corollaries of video-game playing found among young people may remain stable into adulthood. One study23 involving online video-game players aged 8–34 years found that 11.9% of players fulfilled at least three criteria of addiction in their gaming behavior; this subgroup showed higher rates of both game playing and aggressive behaviors than players who did not meet these criteria. Using data from the National Longitudinal Study of Adolescent Health, it has been found24 that adolescents who played video games experienced considerable declines in physical activity and maintained sedentary behaviors, including video-game playing, into adulthood. One international survey25 reveals social consequences of video-game playing among adults. When participants were asked what sacrifices they made to play online computer games, about 25% responded “another hobby or pastime” and about 20% said “socializing with friends, family and/or partner” or “sleep”; less than 10% said “work and/or education.”
Emerging research also reveals that men and women differ in their preferences for video-game content,26, 27 which may account for the fact that women are less interested in playing video games.28 Although both men and women report seeking a challenge, men prefer games that feature competition and arousal and that provide “a reason to get together.”26 Women play games for diversion, prefer noncompetitive games, and do not agree that video games provide a reason for social interaction.26, 27
Although research on adults is informative, it fails to illuminate the link between physical and mental health outcomes and video-game playing. Evidence is available23, 24, 25 about the precursors of poor physical and mental health, such as physical inactivity, aggression, and video-game playing. What is lacking, however, is direct evidence that adult health-risk factors vary as a function of video-game playing.
This investigation explores the health corollaries of adult video-game playing within the framework of social cognitive theory (SCT). SCT posits a model of reciprocal causation in which behavioral, personal, and environmental factors all operate as interacting determinants.29 An aim of the current study is to distinguish video-game players from nonplayers on the basis of personal and environmental factors. Consistent with SCT, self-reported personal factors include depression, personality characteristics, physical and mental health, and demographics. Environmental factors include perceived social support and immersion in media environments.
Given these factors, it is hypothesized that adults who report video-game playing will also report poorer perceptions of their health, greater reliance on social support from the Internet community, and more extensive immersion in media than those not engaged in video-game playing. Video-game playing, because it is associated with both sedentary behavior24, 30, 31 and metabolic risk in adulthood,32, 33 will also be associated with higher reported BMI. It is further hypothesized that the linkages between video-game playing and health-risk factors will differ by gender.
Section snippets
Participants and Setting
An Internet-based survey was conducted in 2006 among adults living in the Seattle–Tacoma designated market area (DMA).a
Results
Of the 552 respondents, 45.1% (n=249) self-identified as video-game players, the majority of them men (55.9%).
Discussion
The data illustrate that video-game playing is a prevalent behavior among adults living in the Seattle–Tacoma area, with 45.1% of respondents—the majority men (55.9%)—self-identified as video-game players. As hypothesized, health-risk factors—specifically, a higher BMI and a greater number of poor-mental-health days—differentiated adult video-game players from nonplayers. Video-game players also reported lower extraversion suggesting less sociability and less assertiveness. These findings
References (51)
- et al.
The mass media and American adolescents' health
J Adolesc Health
(2002) - et al.
Linking obesity and activity level with children's television and video game use
J Adolesc
(2004) - et al.
The relationship between sedentary activities and physical inactivity among adolescents: results from the Canadian Community Health Survey
J Adolesc Health
(2006) - et al.
Longitudinal physical activity and sedentary behavior trends
Am J Prev Med
(2004) - et al.
Online computer gaming: a comparison of adolescent and adult gamers
J Adolesc
(2004) - et al.
Individual difference in Internet usage motives
Comput Human Behav
(2004) AMA takes action on video games
American Psychiatric Association considers “video game addiction.”
2008 essential facts about the computer and video game industry
(2008)- et al.
Adults and video games
(2008)
History of research on media effects
Television and child development
American community survey demographic and housing estimates: 2006
YRBSS: Youth risk behavior surveillance system
Generation M: Media in the lives of 8–18 year-olds
Effects of electronic games
Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review
Psychol Sci
Critical hours: physical activity and sedentary behavior for adolescents after school
Pediatr Exerc Sci
Relationship between screen time and metabolic syndrome in adolescents
J Public Health
Pain and musculoskeletal pain syndromes related to computer and video game use in adolescents
Eur J Pediatr
Relation of adolescent video game play to time spent in other activities
Arch Pediatr Adolesc Med
Association between television, movie, and video game exposure and school performance
Pediatrics
Video game addiction: Is it real?
Addiction to the Internet and online gaming
Cyberpsychol Behav
Media violence and youth violence: a 2-year longitudinal study
J Med Pscyhol
Cited by (66)
Exploring the myth of the chubby gamer: A meta-analysis on sedentary video gaming and body mass
2022, Social Science and MedicinePlaying violent videogames is unrelated to antisocial behavior in Mexican children
2021, Entertainment ComputingCitation Excerpt :Does videogame playing distort an individual’s mind? There is a vast amount of research on the effect of videogame use on various human issues, such as obesity [47], intelligence [55], memory [56], risk behavior [33,66,67]; there is evidence of its influence on reading skills, better visual-spatial skill, but lower Grade Point Averages [41], of neural desensitization to violence and its link to aggressive behavior due to the use of violent videogames [21], even of the relationship between extended exposure to violent videogames and a greater tolerance of sexual harassment and greater rape myth acceptance [14], and aggression [11,31,34,43,72], and some even have extended to include online playing [69]. There is evidence suggesting that playing a videogame, regardless of its violent nature, generates an increase in aggressive cognition, and hence, in aggressive behavior [71], although there is also an increase in feelings of competency and a decrease in frustration [6].
Automatic depression prediction using Internet traffic characteristics on smartphones
2020, Smart HealthCitation Excerpt :The amount of time spent on mail related apps, on the other hand, has significant negative correlation with PHQ-9 scores for depressed participants. We further see that the numbers of sessions that are on social, game and shopping categories have significant positive correlation with PHQ-9 scores, indicating that the participants with higher PHQ-9 scores tend to access those types of contents more frequently, which is consistent with studies in psychological sciences (Atalay & Meloy, 2011; Hama, 2001; Weaver et al., 2009). The lower half of Table 4 shows the correlation results for the Android dataset.
Gaming- a bane or a boon-a systematic review
2019, Asian Journal of PsychiatryCitation Excerpt :Aggression caused by violent games may be partially because of revenge motivation (Anderson and Murphy, 2003). It is seen that adult video gamers are more reliant on the internet for social support (Weaver et al., 2009). With new technology, the type of games have diversified from being food related (example- Fruit Ninja and Diner Dash) or physically active (example-Xbox Dance Central and Xbox Kinetic Sports) to those involving cognitive skills and coping skills.
A crowdsourcing approach to understand weight and weight loss in men
2019, Preventive Medicine Reports