| 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 |