A Crucial Appraisal of the Hyperlinks Between Video Gaming, Life-style Elements, Weight loss plan and Eating Behaviour: A Narrative Evaluation

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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 higher 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 sport display screen time Physical exercise; BMI; Other media use Frequent avid gamers reported considerably much less bodily exercise; Gaming time predicted BMI unbiased 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 higher despair and poorer well being; Male avid gamers had increased BMI; Both sexes confirmed higher reliance on internet-based social help 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 research 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 research Computer sport enjoying throughout lunch vs. targeted 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 increased 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 identification and behavior Food tradition; Eating practices Identified a definite “gaming food culture” valuing comfort, minimal preparation, and energy-dense choices Subcultural identification; 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 enjoying 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. commonplace monitor Daily steps; Physical exercise; Body composition Gamified intervention produced considerably extra each day steps, higher bodily exercise depth, and higher physique fats discount in comparison with commonplace 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 increased sugar consumption, decrease fibre consumption, and higher central adiposity Dietary displacement; Food surroundings; 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 higher daytime fatigue Evening arousal; Delayed sleep part; Blue mild publicity Simons et al. (2015) [35] Adolescents (aged 12–16 years) 24 h recall diary research 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 web power stability profit; Snack affiliation Harbard et al. (2016) [36] Young adults (18–35 years) 14-day each day diary research 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 finding out Circadian part delay; Evening arousal; Blue mild publicity Howe et al. (2016) [37] Young adults (aged 18–35 years); n = 1182 Cohort research Pokémon GO set up and enjoying standing Physical exercise (each day step depend) Pokémon GO was related to a short-term enhance in each day steps; nevertheless, 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 higher stomach adiposity, mediated via 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 increased 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, increased sweetened drink consumption, and higher sitting time Temporal displacement; Sedentary behaviour; Dietary displacement Potvin Kent et al. (2019) [45] Content evaluation of 100 fashionable 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 durations predicted poorer stress administration and educational outcomes Maladaptive coping; behavioural avoidance; Reduced problem-solving Akcay & Akcay (2020) [47] Young adults Cross-sectional survey Computer sport enjoying 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 research) Competitive vs. leisure gaming Dietary consumption; Physical exercise 84% failed to fulfill “five a day” fruit/vegetable suggestions; Competitive avid gamers confirmed increased power drink consumption Performance enhancement searching for; 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 increased charges of distracted consuming, comfort meals preferences, and limitations to wholesome consuming Attentional mechanisms; Food surroundings; Cooking ability limitations Moore & Morrell (2024) [51] College males (aged 18–24 years); n = 1259 Cross-sectional research Non-, average, and excessive gaming teams Dietary patterns (3-day meals information) High avid gamers had higher 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 research 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, tender 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, higher 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 inside the gaming surroundings and the perceived affect of video video games had 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 enjoying habits Physical exercise; Mental well-being; Sleep; Social interplay Pokémon GO was related to increased bodily exercise and improved temper; nevertheless, a notable proportion of gamers reported sleep sacrifice, addictive use, and exceeding WHO display screen time pointers Augmented actuality gaming; Incidental bodily exercise; Addictive potential; sleep displacement


This web page was created programmatically, to learn the article in its unique location you possibly can go to the hyperlink bellow:
https://pmc.ncbi.nlm.nih.gov/articles/PMC13029760/
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