Tracking of TV and video gaming during childhood: Iowa Bone Development Study
نویسندگان
چکیده
BACKGROUND Tracking studies determine the stability and predictability of specific phenomena. This study examined tracking of TV viewing (TV) and video game use (VG) from middle childhood through early adolescence after adjusting for moderate and vigorous physical activity (MVPA), percentage of body fat (% BF), and maturity. METHODS TV viewing and VG use were measured at ages 5, 8, 11, and 13 (n = 434) via parental- and self-report. MVPA was measured using the Actigraph, % BF using dual-energy x-ray absorptiometry, and maturity via Mirwald predictive equations. Generalized Estimating Equations (GEE) were used to assess stability and logistic regression was used to predict children "at risk" for maintaining sedentary behaviors. Additional models examined tracking only in overfat children (boys ≥ 25% BF; girls ≥ 32% BF). Data were collected from 1998 to 2007 and analyzed in 2010. RESULTS The adjusted stability coefficients (GEE) for TV viewing were 0.35 (95% CI = 0.26, 0.44) for boys, 0.32 (0.23, 0.40) for girls, and 0.45 (0.27, 0.64) for overfat. For VG use, the adjusted stability coefficients were 0.14 (0.05, 0.24) for boys, 0.24 (0.10, 0.38) for girls, and 0.29 (0.08, 0.50) for overfat. The adjusted odds ratios (OR) for TV viewing were 3.2 (2.0, 5.2) for boys, 2.9 (1.9, 4.6) for girls, and 6.2 (2.2, 17.2) for overfat. For VG use, the OR were 1.8 (1.1, 3.1) for boys, 3.5 (2.1, 5.8) for girls, and 1.9 (0.6, 6.1) for overfat. CONCLUSIONS TV viewing and VG use are moderately stable throughout childhood and predictive of later behavior. TV viewing appears to be more stable in younger children than VG use and more predictive of later behavior. Since habitual patterns of sedentarism in young children tend to continue to adolescence, early intervention strategies, particularly to reduce TV viewing, are warranted.
منابع مشابه
Parental Mediation of Children’s Video Game Experiences: Iranian Parents’ Strategies of Mediation
Despite tremendous popularity of video games, there have been concerns about their detrimental effects on children. The game rating systems were developed to assist parents in monitoring their children’s gaming experiences. This paper explores how parents in Iran, as a society without established media rating systems, control their children’s gaming experiences. Mixed methods of semi-structured...
متن کاملFrequency of Decreased Bone Mineral Density and Its Risk Factors during Childhood among Iranian Hemophilia Patients
This study was undertaken to assess the frequency of decreased bone mineral density and its risk factors as well as its impact on the quality of life during childhood among hemophiliac patients. Materials and Methods: Thirty seven children with severe hemophilia A and B, referred to Mofid Children’s Hospital during 2010, were selected. For all patients the joint score, body mass indexes, bone...
متن کاملPsychometric Properties of the Persian Translation of Video Gaming Addiction Test
Introduction: The current study aims to measure the validity, reliability, and psychometric properties of the Persian translation of the Video Gaming Addiction Test (VAT). Materials and Methods: A total of 280 young men (14-20 years old) (mean ± SD age: 17.22 ± 1.8 years), including excessive gamers and normal subjects, entered the study. They answered VAT, Visual Analog Scale (VAS), and Conne...
متن کاملThe better the story, the bigger the serving: narrative transportation increases snacking during screen time in a randomized trial
BACKGROUND Watching television and playing video games increase energy intake, likely due to distraction from satiety cues. A study comparing one hour of watching TV, playing typical video games, or playing motion-controlled video games found a difference across groups in energy intake, but the reasons for this difference are not clear. As a secondary analysis, we investigated several types of ...
متن کاملAUTONOMIC RESPONSE AND BEHAVIORAL PERFORMANCE OF AVID VIDEO GAME PLAYERS ON A DECISION-MAKING TASK A Thesis
.........................................................................................v Introduction.....................................................................................1 Video Game „Addiction‟.............................................................1 Similarities between Video Gaming and Gambling..............................1 Video Gaming...................................
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره 8 شماره
صفحات -
تاریخ انتشار 2011