Relationships between Electronic Game Play, Obesity, and Psychosocial Functioning in Young Men

Authors

    Authors

    E. Wack;S. Tantleff-Dunn

    Comments

    Authors: contact us about adding a copy of your work at STARS@ucf.edu

    Abbreviated Journal Title

    CyberPsychol. Behav.

    Keywords

    VIDEO GAMES; PERFORMANCE; TIME; Communication; Psychology, Applied

    Abstract

    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.

    Journal Title

    Cyberpsychology & Behavior

    Volume

    12

    Issue/Number

    2

    Publication Date

    1-1-2009

    Document Type

    Article

    Language

    English

    First Page

    241

    Last Page

    244

    WOS Identifier

    WOS:000265087100020

    ISSN

    1094-9313

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