背景:视频和爱好游戏在成年人中非常受欢迎;然而,游戏与健康之间的关联主要在儿童和青少年中进行了调查。此外,大多数研究都集中在电子游戏上,尽管传统的爱好游戏越来越突出。
目标:为了确定所使用的平台数量,平台首选项,游戏时间与肥胖有关,身体活动,久坐的行为,和成人游戏人群的心血管危险因素。
方法:我们使用来自参加中西部大型游戏大会的292名参与者的数据进行了横断面分析。我们使用基于计算机的问卷收集数据,其中包括关于游戏行为的问题,人口统计,身体活动(使用国际身体活动问卷),和健康特征。此外,我们使用多变量调整线性和逻辑回归来模拟健康结果,作为使用平台数量的函数,平台首选项,工作日和周末游戏时间四分位数。
结果:调整协变量后,我们观察到肥胖几率增加和周末坐位时间增加的显著线性趋势是使用平台的数量(两者P=.03).平台偏好和周末游戏时间四分位数与满足身体活动建议的几率显着相关(分别为P=.047和P=.03)。此外,我们观察到,在那些报告他们在游戏中大部分或全部时间坐着的人中,肥胖的几率更高[赔率比(OR)2.69(95%CI1.14-6.31)和OR2.71(95%CI1.06-6.93),分别]。
结论:在成年游戏玩家中,使用的平台数量,他们更喜欢在哪个平台上玩,周末花在游戏上的时间可能会对他们肥胖和满足体育活动建议的几率产生重大影响。
BACKGROUND: Video and hobby gaming are immensely popular among adults; however, associations between gaming and health have primarily been investigated in children and adolescents. Furthermore, most research has focused on electronic gaming, despite traditional hobby gaming gaining prominence.
OBJECTIVE: To determine whether the number of platforms used, platform preference, and gaming time are associated with obesity, physical activity, sedentary behavior, and cardiovascular risk factors in an adult gaming population.
METHODS: We conducted a cross-sectional analysis using data obtained from 292 participants who attended a large Midwestern gaming convention. We collected data using a computer-based questionnaire that comprised questions on gaming behavior, demographics, physical activity (using the International Physical Activity Questionnaire), and health characteristics. In addition, we used multivariable-adjusted linear and logistic regression to model health outcomes as a function of the number of platforms used, platform preference, and weekday and weekend gaming time quartile.
RESULTS: After adjusting for covariates, we observed a significant linear trend for increasing odds of being obese and higher weekend sitting time by the number of platforms used (P=.03 for both). The platform preference and weekend gaming time quartile exhibited significant associations with odds of meeting physical activity recommendations (P=.047 and P=.03, respectively). In addition, we observed higher odds of being obese among those reporting that they sat most or all of the time while gaming [odds ratio (OR) 2.69 (95% CI 1.14-6.31) and OR 2.71 (95% CI 1.06-6.93), respectively].
CONCLUSIONS: In adult gamers, the number of platforms used, which platforms they prefer to play on, and the amount of time spent gaming on weekends could have significant implications for their odds of being obese and meeting physical activity recommendations.