New study finds links between video-game playing and health risks in adultsAugust 18, 2009While video gaming is generally perceived as a pastime for children and young adults, research shows that the average age of players in the United States is 35. 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?" Elsevier Health Sciences |
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| Related Video Game Current Events and Video Game News Articles Iowa State study finds high volume video gamers have more difficulty staying attentive Parents have long lectured their children about the mind-numbing effects of playing video games all day. And a new Iowa State University study has found that high volume action video game players -- those who play around 40 hours per week -- actually had more difficulty keeping focused on tasks requiring longer, more proactive attention than those who played video games less than a couple of hours a week. Health experts offer action steps local governments can use to cut childhood obesity rates Zoning restrictions on fast-food restaurants near schools and playgrounds, community policing to improve safety around public recreational sites, requirements that publicly run after-school programs limit video game and TV time, and taxes on high-calorie, low-nutrient foods and drinks are some of the strategies local government officials can use to tackle the childhood obesity epidemic in their communities. Removing the barriers of autism Autism can build a wall of poor communication between those struggling with the condition and their families. A Window into the Brain When we absorb new information, the human brain reshapes itself to store this newfound knowledge. But where exactly is the new knowledge kept, and how does that capacity to adapt reflect our risk for Alzheimer's disease and other forms of senile dementia later in our lives? Worth the effort? Not if you're depressed New research indicates that decreased cravings for pleasure may be at the root of a core symptom of major depressive disorder. The research is in contrast to the long-held notion that those suffering from depression lack the ability to enjoy rewards, rather than the desire to seek them. Video game minority report: Lots of players, few characters If the future of entertainment is interactive media, some minorities are still headed back to the past. Research Finds Active Video Games a Good Alternative for Kids Scientists at the University of Oklahoma Health Sciences Center have found that playing active video games can be as effective for children as moderate exercise. The findings appear this week in the journal Pediatrics from the American Academy of Pediatrics. Treating Lazy Eyes with a Joystick Four percent of all children suffer from amblyopia, better known as "lazy eye syndrome." Playing video games for better, not worse Some video games can make children kinder and more likely to help-not hurt-other people. Compliance and cost: Bitter pills to swallow in the age of oral chemotherapy Though the growing shift toward oral chemotherapy agents offers cancer patients greater freedom and independence during their treatment, physicians say use of the new medications also poses more chances for patients to skip doses, miss prescription refills, and take their drugs in a dangerous way. More Video Game Current Events and Video Game News Articles |
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