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Links Between Video-game Playing And
Health Risks In Adults Found
While
video gaming is generally perceived as a pastime for children and young
adults, researchshows 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."
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?"
For more information on the Centers for Disease Control and Prevention, visit www.cdc.gov
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