Video game use, lifestyle and its association with becoming overweight or obese in Mexican adolescents - PubMed
4 hours ago
- #lifestyle
- #adolescent obesity
- #video games
- Mexico has high levels of adolescent obesity (40.4%), with an increase from 17.6 to 18.1% between 2020 and 2023.
- Technological advancement and early access to electronic devices and video games after the COVID-19 pandemic, along with morbid lifestyles, contribute to obesity in adolescents.
- The study aimed to determine the association between video game use, lifestyle, and obesity in Mexican adolescents.
- A cross-sectional, analytical study was conducted, including subjects with and without video game use and excluding those with certain diseases.
- Questionnaires were administered regarding lifestyle and video game use, and a multiple binary logistic regression model was developed.
- Results showed that 51.8% of the 272 subjects were male, with obesity prevalence at 75.7%.
- Video game use and morbid lifestyle showed significant associations with obesity, with ORs of 10.67 and 3.55, respectively.
- The adjusted model highlighted video game use and physical inactivity as significant factors, with exponential B coefficients of 6.89 and 3.12, respectively.
- The study concludes that family physician intervention on obesogenic factors is crucial to reduce harmful behaviors by promoting physical activity and a healthy lifestyle.