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Problem Video Gaming Among Children Enrolled in Tertiary Weight Management Programs

机译:参加第三级体重管理计划的孩子中的问题视频游戏

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摘要

Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11–17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network. The survey included demographics, gaming characteristics, and a problem gaming assessment. The survey had 454 respondents representing a diverse cohort (53 percent females, 27 percent black, 24 percent Hispanic, 41 percent white) with mean age of 13.7 years. A total of 8.2 percent of respondents met criteria for problem gaming. Problem gamers were more likely to be white, male, play mature-rated games, and report daily play. Children in PWM programs reported problem gaming at the same rate as other pediatric populations. Screening for problem gaming provides an opportunity for pediatricians to address gaming behaviors that may affect the health of children with obesity who already are at risk for worsened health and quality of life.
机译:先前的研究表明,百分之七至九的儿童表现出游戏行为,从而影响儿童的运动能力(例如,问题游戏),但没有人研究过问题游戏与体重状态之间的关系。这项研究的目的是确定参加第三级体重管理计划的儿童中问题游戏的普遍性。我们对11-17岁儿童的便利样本进行了基于计算机的调查,这些样本参加了COMPASS(儿童肥胖症多项目分析和研究系统)网络中五个地理分布各异的小儿体重管理(PWM)计划。该调查包括人口统计,游戏特征和问题游戏评估。该调查有454名受访者,代表了不同的队列(女性53%,黑人27%,西班牙裔24%,白人41%),平均年龄为13.7岁。共有8.2%的受访者符合问题游戏的标准。问题玩家更可能是白人,男性,玩成熟度较高的游戏并报告每日游戏情况。参加PWM计划的儿童报告的游戏问题与其他儿科人群的发生率相同。筛查有问题的游戏为儿科医生提供了解决游戏行为的机会,这些行为可能影响肥胖儿童的健康,这些儿童已经面临健康和生活质量恶化的风险。

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