Relationships between electronic game play, obesity, and psychosocial functioning in young men.
Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.
Wack
Elizabeth
E
Department of Psychology, University of Central Florida, Orlando, Florida 32816, USA. betsywack@gmail.com
Tantleff-Dunn
Stacey
S
D000124:Achievement; D000223:Adaptation, Psychological; D000293:Adolescent; D000328:Adult; D001007:Anxiety / Q000523:psychology; D015992:Body Mass Index; D001887:Boredom; D003430:Cross-Sectional Studies; D006801:Humans; D007899:Leisure Activities; D008132:Loneliness / Q000523:psychology; D008297:Male; D009765:Obesity / Q000453:epidemiology* / Q000523:psychology; D012917:Social Adjustment; D012951:Socialization; D013223:Statistics as Topic; D013334:Students / Q000523:psychology / Q000706:statistics & numerical data*; D018910:Video Games / Q000523:psychology / Q000706:statistics & numerical data*; D055815:Young Adult