Investigators from the Centers for Disease Control and Prevention (CDC), Emory University and Andrews University analyzed survey data from over 500 adults ranging in age from 19 to 90 in the Seattle-Tacoma area on health risks; media use behaviors and perceptions, including those related to video-game playing; and demographic factors. In an article published in the October 2009 issue of the American Journal of Preventive Medicine, they found measurable correlations between video-game playing and health risks.
Participants reported whether they were players or nonplayers, and weekly usage was collected. Internet usage was assessed, as was the relative importance of the Internet as a social support. The personal determinants examined in this study included self-assessments of depression, personality, health status, physical and mental health, body mass index (BMI), and poor quality of life. Immersion in media environments was evaluated using the participants' estimates of the time they spent during a typical week surfing the Internet and watching TV, including videos and DVDs. The Seattle–Tacoma area was selected because of its size (13th largest US media market) and its Internet usage level is the highest in the nation.
A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression and lower health status than female nonplayers. Male video-game players reported higher BMI and more Internet use time than male nonplayers. The only determinant common to both female and male video-game players was greater reliance on the Internet for social support.
Writing in the article, Dr. James B Weaver III, PhD, MPH, National Center for Health Marketing, CDC, Atlanta, states, "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, consistent with research on adolescents that linked video-game playing to a sedentary lifestyle and overweight status, and to mental-health concerns. Internet community support and time spent online distinguished adult video-game players from nonplayers, a finding consistent with prior research pointing to the willingness of adult video-game enthusiasts to sacrifice real-world social activities to play video games. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease."
In a commentary in the same issue, Brian A. Primack, MD, EdM, MS, from the University of Pittsburgh School of Medicine, applauds Weaver et al. for focusing on the current popularity of video games not only among youth, but also among adults. He suggests that many video games are different enough from original forms of play that they may be better defined as "playlike activities." He writes, "There are noteworthy differences between the oldest forms of play (e.g., chase games) and today's 'playlike activities.' These playlike activities may stimulate the right centers of the brain to be engaging ... However, the differences between today's 'playlike activities' and original forms of play may illuminate some of the observed health-related correlates discovered by Weaver, et al."
Dr. Primack observes that our greatest challenge will be maintaining the balance: "How do we simultaneously help the public steer away from imitation playlike activities, harness the potentially positive aspects of video games, and keep in perspective the overall place of video games in our society? There are massive, powerful industries promoting many playlike activities. And industry giants that can afford to will successfully tout the potential benefits of health-related products they develop. But who will be left to remind us that – for children and adults alike – Hide-And-Seek and Freeze Tag are still probably what we need most?"
The article is "Health-Risk Correlates of Video-Game Playing Among Adults" by James B Weaver III, PhD MPH; Darren Mays, MPH; Stephanie S Weaver, PhD, MPH; Wendi Kannenberg, MPH; Gary L Hopkins, MD DrPH; Dogan Eroglu, PhD; and Jay M Bernhardt, PhD MPH. The commentary is "Video Games: Play or 'Playlike Activity'?" by Brian A Primack, MD, EdM, MS. Both appear in the American Journal of Preventive Medicine, Volume 37, Issue 4 (October 2009) published by Elsevier.
AJPM Editorial Office | EurekAlert!
A sudden drop in outdoor temperature increases the risk of respiratory infections
11.01.2017 | University of Gothenburg
Urbanization to convert 300,000 km2 of prime croplands
27.12.2016 | Mercator Research Institute on Global Commons and Climate Change (MCC) gGmbH
Among the general public, solar thermal energy is currently associated with dark blue, rectangular collectors on building roofs. Technologies are needed for aesthetically high quality architecture which offer the architect more room for manoeuvre when it comes to low- and plus-energy buildings. With the “ArKol” project, researchers at Fraunhofer ISE together with partners are currently developing two façade collectors for solar thermal energy generation, which permit a high degree of design flexibility: a strip collector for opaque façade sections and a solar thermal blind for transparent sections. The current state of the two developments will be presented at the BAU 2017 trade fair.
As part of the “ArKol – development of architecturally highly integrated façade collectors with heat pipes” project, Fraunhofer ISE together with its partners...
At TU Wien, an alternative for resource intensive formwork for the construction of concrete domes was developed. It is now used in a test dome for the Austrian Federal Railways Infrastructure (ÖBB Infrastruktur).
Concrete shells are efficient structures, but not very resource efficient. The formwork for the construction of concrete domes alone requires a high amount of...
Many pathogens use certain sugar compounds from their host to help conceal themselves against the immune system. Scientists at the University of Bonn have now, in cooperation with researchers at the University of York in the United Kingdom, analyzed the dynamics of a bacterial molecule that is involved in this process. They demonstrate that the protein grabs onto the sugar molecule with a Pac Man-like chewing motion and holds it until it can be used. Their results could help design therapeutics that could make the protein poorer at grabbing and holding and hence compromise the pathogen in the host. The study has now been published in “Biophysical Journal”.
The cells of the mouth, nose and intestinal mucosa produce large quantities of a chemical called sialic acid. Many bacteria possess a special transport system...
UMD, NOAA collaboration demonstrates suitability of in-orbit datasets for weather satellite calibration
"Traffic and weather, together on the hour!" blasts your local radio station, while your smartphone knows the weather halfway across the world. A network of...
Fiber-reinforced plastics (FRP) are frequently used in the aeronautic and automobile industry. However, the repair of workpieces made of these composite materials is often less profitable than exchanging the part. In order to increase the lifetime of FRP parts and to make them more eco-efficient, the Laser Zentrum Hannover e.V. (LZH) and the Apodius GmbH want to combine a new measuring device for fiber layer orientation with an innovative laser-based repair process.
Defects in FRP pieces may be production or operation-related. Whether or not repair is cost-effective depends on the geometry of the defective area, the tools...
10.01.2017 | Event News
09.01.2017 | Event News
05.01.2017 | Event News
16.01.2017 | Power and Electrical Engineering
16.01.2017 | Information Technology
16.01.2017 | Power and Electrical Engineering