| Reinecke et al. (2009) [24] | Adults (Mean age = 24.1 years) | Cross-sectional survey | Gaming frequency and restoration experiences | Psychosocial stress | Higher life stress predicted better gaming for restoration; Gaming offered psychological detachment from stressors | Recovery experiences; Psychological detachment; Relaxation |
| Ballard et al. (2009) [25] | Young grownup males | Cross-sectional survey | Video recreation display screen time | Physical exercise; BMI; Other media use | Frequent avid gamers reported considerably much less bodily exercise; Gaming time predicted BMI impartial of different media use | Time displacement; Sedentary behaviour |
| Weaver et al. (2009) [26] | Adults; n = 562 | Cross-sectional survey | Gaming standing (participant vs. non-player) | BMI; Mental well being; Physical well being | Female avid gamers reported better melancholy and poorer well being; Male avid gamers had larger BMI; Both sexes confirmed better reliance on internet-based social assist | Sedentary behaviour; Sex-specific well being threat profiles |
| Weaver et al. (2010) [27] | Adolescent males (imply age = 16.6 years); n = 13 | Randomised crossover experimental examine | 1 h pre-sleep gaming vs. DVD watching | Sleep onset latency; Sleepiness; Sleep structure | Pre-sleep gaming elevated sleep onset latency and lowered subjective sleepiness; Sleep structure was unaffected | Cognitive arousal; Evening alertness |
| Oldham-Cooper et al. (2011) [28] | Young adults | Controlled experimental examine | Computer recreation taking part in throughout lunch vs. centered consuming | Satiety; Meal reminiscence; Later snacking | Gaming throughout meals led to lowered fullness rankings, poorer meal recall, and elevated later snacking | Attentional allocation; Mindless consuming; Memory encoding disruption |
| Snodgrass et al. (2011) [29] | Adults (18–30 years) | Mixed strategies: Interviews + internet survey | Immersive on-line gaming (World of Warcraft) | Psychosocial stress | Over 50% reported gaming improved temper and lowered stress; Deep immersion facilitated “dissociation” from stressors | Escapism; Attentional redirection; Psychological absorption |
| Chaput et al. (2011) [30] | Adolescent males (15–19 years) | Randomised crossover design | 1 h online game session vs. relaxation interval | Ad libitum meals consumption; Physiological measures | Significantly larger caloric consumption after gaming regardless of related starvation rankings; Positive power stability | Stress-induced consuming; Cognitive stimulation; Reward processing |
| Cronin & McCarthy (2011) [31] | Young adults (18–30 years) | Ethnographic exploration | Gaming id and behavior | Food tradition; Eating practices | Identified a definite “gaming food culture” valuing comfort, minimal preparation, and energy-dense choices | Subcultural id; Value system round meals; Social norms |
| Siervo et al. (2013) [32] | Young males (Mean age = 23.1 years) | Randomised managed trial (three-arm) | 1 h of violent online game vs. non-violent online game vs. TV watching | Blood strain; Appetite notion; Food preferences | Violent videogame taking part in considerably elevated diastolic BP (+7.5 ± 5.8 mm Hg); Players of violent video games felt much less full and reported a desire for candy meals | Physiological stress response; Arousal-induced urge for food adjustments; Game content-specific results |
| Nishiwaki et al. (2014) [33] | Young adults (imply age = 31 years); n = 20 | 12-week randomised crossover intervention | Gamified exercise monitor vs. customary monitor | Daily steps; Physical exercise; Body composition | Gamified intervention produced considerably extra each day steps, better bodily exercise depth, and better physique fats discount in comparison with customary monitoring | Gamification of bodily exercise; Motivational engagement |
| Mario et al. (2014) [22] | Young males (18–24 years) | Cross-sectional comparability | Frequent vs. non-frequent gaming | Central adiposity; Dietary consumption | Frequent avid gamers confirmed considerably larger sugar consumption, decrease fibre consumption, and better central adiposity | Dietary displacement; Food atmosphere; Energy-dense snacking |
| Exelmans & Van den Bulck (2015) [34] | Population-based pattern (18–94 years) | Cross-sectional survey | Gaming quantity, timing, and content material | Sleep high quality; Chronotype | Gaming quantity is considerably related to later bedtimes, longer sleep onset latency, and better daytime fatigue | Evening arousal; Delayed sleep section; Blue gentle publicity |
| Simons et al. (2015) [35] | Adolescents (aged 12–16 years) | 24 h recall diary examine | Active vs. non-active gaming time | Physical exercise; Snack consumption | Active gaming didn’t displace sedentary gaming or different bodily actions; energetic gaming time was weakly related to elevated snack consumption | Limited internet power stability profit; Snack affiliation |
| Harbard et al. (2016) [36] | Young adults (18–35 years) | 14-day each day diary examine | Evening gaming (sort, length, timing) | Sleep parameters (diary and actigraphy) | Each hour of gaming after 8 pm is related to 28 min delay in sleep onset; Stronger impact than night learning | Circadian section delay; Evening arousal; Blue gentle publicity |
| Howe et al. (2016) [37] | Young adults (aged 18–35 years); n = 1182 | Cohort examine | Pokémon GO set up and taking part in standing | Physical exercise (each day step depend) | Pokémon GO was related to a short-term enhance in each day steps; nonetheless, the impact attenuated progressively and returned to pre-installation ranges by six weeks | Augmented actuality gaming; Incidental bodily exercise; Novelty-driven motivation; Transient behaviour change |
| Smith et al. (2017) [38] | Young adults (18–25 years) | Cross-sectional survey | Multiplayer vs. single-player gaming preferences | Sleep timing; Duration | Multiplayer on-line video games related to later bedtimes in comparison with single-player video games | Social obligation; Reduced autonomy over session length; Gaming communities |
| Turel et al. (2017) [39] | Children/adolescents (imply age = 13.1 years); n = 125 | Cross-sectional time-lagged cohort | Pre-bedtime gaming length; Session length | Abdominal adiposity; Sleep high quality; Sweet drink consumption | Pre-bedtime gaming was related to better stomach adiposity, mediated by way of poor sleep high quality and better candy drink consumption | Sleep disruption; Sugar-sweetened beverage consumption; Mediated pathways to weight problems |
| Cha et al. (2018) [40] | Adolescents (13–19 years) | Cross-sectional survey | Gaming classes > 6 h | Eating behaviours; BMI | Long gaming classes are related to meal skipping, late-night consuming, and elevated BMI | Temporal displacement; Irregular consuming patterns |
| Zurita-Ortega et al. (2018) [41] | Young adults | 8-week intervention | Active video video games intervention | Physical health; Body composition | Significant enhancements in bodily health measures following energetic gaming intervention in comparison with controls | Physical exertion; Motivational engagement; Gamification of train |
| Siervo et al. (2018) [42] | Young males (18–30 years) | Randomised managed crossover trial | 1 h standardised gaming session vs. tv viewing | Stress biomarkers; Eating behaviour | Gaming produced larger cortisol and blood strain responses than TV; Higher power consumption following gaming classes | Physiological arousal; Stress-induced consuming; Attentional mechanisms |
| Altintas et al. (2019) [43] | Young adults (imply age = 24.4 years); n = 217 | Cross-sectional survey | Weekly gaming length; Gaming depth | Sleep high quality (PSQI) | Nearly 40% of avid gamers had poor sleep high quality; gaming depth was a stronger predictor of poor sleep than length | Physiological arousal; Cognitive alertness |
| Puolitaival et al. (2020) [44] | Adolescent males (imply age = 17.8 years); n = 796 | Cross-sectional population-based survey | Gaming >3 h/day vs. ≤3 h/day | Physical exercise; Dietary habits; BMI | Heavy avid gamers had decrease bodily exercise, decrease fruit/vegetable consumption, larger sweetened drink consumption, and better sitting time | Temporal displacement; Sedentary behaviour; Dietary displacement |
| Potvin Kent et al. (2019) [45] | Content evaluation of 100 well-liked video video games | Content evaluation | N/A—examined video games, not gamers | Food advertising and marketing | 84% of marketed meals merchandise failed dietary high quality requirements; Energy drinks most typical product class | Marketing publicity; Brand affiliation; Cultural affect |
| Koban et al. (2022) [46] | Young adults | Longitudinal (semester-long) | Gaming frequency, compensatory gaming motivation | Psychosocial stress; Academic efficiency | Gaming for escape throughout examination intervals predicted poorer stress administration and educational outcomes | Maladaptive coping; behavioural avoidance; Reduced problem-solving |
| Akcay & Akcay (2020) [47] | Young adults | Cross-sectional survey | Computer recreation taking part in habits (frequency, length, timing) | Sleep high quality (Pittsburgh Sleep Quality Index) | Heavy avid gamers (>3 h/day) scored considerably worse on sleep high quality in comparison with average/non-gamers | Sleep latency; Sleep effectivity; Bedtime displacement |
| Rudolf et al. (2020) [48] | Adults (18+ years) | Online survey (eSports examine) | Competitive vs. leisure gaming | Dietary consumption; Physical exercise | 84% failed to fulfill “five a day” fruit/vegetable suggestions; Competitive avid gamers confirmed larger power drink consumption | Performance enhancement in search of; Gaming tradition norms |
| Kwok et al. (2021) [49] | Young adults | Cross-sectional survey | Gaming frequency and length | Physical exercise; Sleep high quality; Academic efficiency | Excessive gaming (>2 h/day) is negatively related to train ranges and sleep high quality | Temporal displacement; Sleep disruption; Sedentary behaviour |
| Vaarala et al. (2022) [50] | Adolescents/younger adults (15–21 years) | Cross-sectional survey | Problematic Gaming Inventory | Eating behaviours; Food attitudes | Problematic avid gamers reported larger charges of distracted consuming, comfort meals preferences, and obstacles to wholesome consuming | Attentional mechanisms; Food atmosphere; Cooking talent obstacles |
| Moore & Morrell (2024) [51] | College males (aged 18–24 years); n = 1259 | Cross-sectional examine | Non-, average, and excessive gaming teams | Dietary patterns (3-day meals data) | High avid gamers had better saturated fats and discretionary calorie consumption and decrease fruit and vegetable consumption in comparison with non-gamers | Food accessibility; Gaming subculture; Dietary displacement |
| Matias et al. (2023) [52] | Adults (18–35 years) | Cross-sectional examine | Gaming patterns (frequency, length, style) | Mental well being; Physical exercise; Eating habits; Sleep patterns | High gameplay time (>20 h/week) related to decrease sleep high quality and bodily exercise; Gaming style influenced sleep timing | Digital immersion; Variable reinforcement scheduling; Temporal displacement |
| Soffner et al. (2023) [53] | Adults (imply age = 24.2 years); n = 817 | Cross-sectional survey | Weekly gaming length | Dietary consumption; Fluid consumption | Gaming time positively correlated with power drink, comfortable drink, and quick meals consumption; Fruit and vegetable consumption was low | Gaming tradition norms; Convenience prioritisation |
| Kaewpradup et al. (2025) [54] | Young adults | Cross-sectional survey | Gaming patterns (frequency, length, style) | Dietary consumption; Physical exercise; Sleep high quality; Psychosocial Stress | High gameplay time (>10 h/week) is related to decrease sleep high quality, better BMI, and decrease dietary high quality | Convenience prioritisation; Temporal displacement; Sleep disruption |
| Caycho et al., (2025) [55] | Young adults | Cross-sectional survey | Gaming patterns (frequency, length) | Dietary consumption; Physical exercise; | Peer interplay throughout the gaming atmosphere and the perceived affect of video video games have been considerably related to poorer consuming habits. | Digital immersion; Temporal displacement |
| Giller et al. (2025) [14] | Adults (imply age = 27 years); n = 243 | Cross-sectional survey | Pokémon GO taking part in habits | Physical exercise; Mental well-being; Sleep; Social interplay | Pokémon GO was related to larger bodily exercise and improved temper; nonetheless, a notable proportion of gamers reported sleep sacrifice, addictive use, and exceeding WHO display screen time tips | Augmented actuality gaming; Incidental bodily exercise; Addictive potential; sleep displacement |