title: Use of information and communication technology and prevalence of overweight and obesity among adolescents.
abstract: BACKGROUND
  The prevalence of overweight and obesity has increased among children and adolescents, as well as among adults, and television viewing has been suggested as one cause. Playing digital games (video, computer and console games), or using computer may be other sedentary behaviors related to the development of overweight and obesity.
  
  
  OBJECTIVE
  To study the relationships of times spent on viewing television, playing digital games and using computer to overweight among Finnish adolescents.
  
  
  METHODS
  Mailed cross-sectional survey.
  
  
  METHODS
  Nationally representative samples of 14-, 16-, and 18-y-old (N=6515, response rate 70%) in 2001.
  
  
  METHODS
  Overweight and obesity were assessed by body mass index (BMI). The respondents reported times spent daily on viewing television, playing digital games (video, computer and console games) and using computer (for e-mail, writing and surfing). Data on timing of biological maturation, intensity of weekly physical activity and family's socio economic status were taken into account in the statistical analyses.
  
  
  RESULTS
  Increased times spent on viewing television and using computer were associated with increased prevalence of overweight (obesity inclusive) among girls: compared to girls viewing television <1 h daily, the adjusted odds ratio (OR) for being overweight was 1.4 when spending 1-3 h, and 2.0 when spending > or =4 h daily on viewing television. In girls using computer > or =1 h daily, the OR for being overweight was 1.5 compared to girls using computer <1 h daily. The results were similar in boys, although not statistically significant. Time spent on playing digital games was not associated with overweight.
  
  
  CONCLUSIONS
  Overweight was associated with using information and communication technology (ICT), but only with certain forms of ICT. Increased use of ICT may be one factor explaining the increased prevalence of overweight and obesity at the population level, at least in girls. Playing digital games was not related to overweight, perhaps by virtue of game playing being less sedentary or related to a different lifestyle than viewing television and using computer.
authors.affiliation: Tampere School of Public Health, University of Tampere, Tampere, Finland. susanna.kautiainen@uta.fi
authors.forename: S
authors.initials: S
authors.lastname: Kautiainen
authors.forename: L
authors.initials: L
authors.lastname: Koivusilta
authors.forename: T
authors.initials: T
authors.lastname: Lintonen
authors.forename: S M
authors.initials: SM
authors.lastname: Virtanen
authors.forename: A
authors.initials: A
authors.lastname: Rimpelä
mesh_terms: D000293:Adolescent; D003201:Computers; D004812:Epidemiologic Methods; D015444:Exercise; D005260:Female; D006801:Humans; D008019:Life Style; D008297:Male; D009765:Obesity / Q000209:etiology*; D012737:Sex Factors; D012923:Social Class; D013690:Television; D018910:Video Games