186163 Video gaming: Emerging "new media" determinant for adult obesity

Tuesday, October 28, 2008

Wendi Kannenberg, MPH , Center for Media Impact Research, Institute for the Prevention of Addictions/Andrews University, Berrien Springs, MI
Matt Riggs, PhD , Department of Psychology, California State University San Bernardino, San Bernardino, CA
Gary L. Hopkins, MD, DrPH, MPH , Center for Prevention Research, Center for Media Impact Research, Andrews University, Careywood, ID
James B. Weaver, PhD , National Center for Health Marketing, Centers for Disease Control and Prevention, Atlanta, GA
Stephanie Sargent Weaver, PhD , National Centers for Health Marketing, Centers for Disease Control and Prevention, Atlanta, GA
Duane C. McBride, PhD , Behavioral Science Department, Andrews University, Berrien Springs, MI
John V. Stevens, JD , Center for Media Impact Research, Institute for the Prevention of Addictions/Andrews University, Berrien Springs, MI
Objective: Obesity's adverse impact on individual health and healthcare economics poses a global health concern. Research exploring associations between ‘new media' technologies and obesity is limited. This study examines links between ‘new media' use behaviors (including computer/Internet use and video gaming) and BMI.

Method: Responses were anonymously obtained via a self-administered Internet questionnaire from randomly sampled adults (males, n= 454; females, n= 574) in the Seattle-Tacoma DMA. Respondents reported the time spent using media “during a typical week” outside of work/school along with gender, age, ethnicity, height and weight.

Results: Time spent using ‘new media' technologies (including internet surfing, computer use, video gaming, messaging, and seeking information) was correlated with BMI. Using non-parametric Spearman rank-order correlations, video gaming (rS = .18**), computer use (rS = .09**) and watching television (rS = .18**) were significantly correlated with BMI. These three variables were analyzed as predictors of BMI in which age, ethnicity, and gender served as control variables. BMI was dichotomized at the point between ‘normal' and ‘overweight.' Video gaming accounted for significant variance beyond control variables with an odds ratio (OR) of 1.07 - indicating a 7% increase in the odds of being overweight for every additional hour spent video gaming per week. BMI was dichotomized at the point between ‘overweight' and ‘obese.' Video gaming (OR 1.07) and watching television (OR 1.02) were significant beyond the control variables.

Conclusions: Video gaming emerges as significantly correlated with adult obesity and should be specifically considered when engaging obesity prevention and health education strategies.

Learning Objectives:
• Describe the association between "new media" technology behaviors (i.e. video gaming) and adult obesity • Develop enhanced understanding of “new technology” behaviors in the construction of prevention models and health education materials associated with adult obesity

Keywords: Obesity, Media

Presenting author's disclosure statement:

Qualified on the content I am responsible for because: I have present experience successfully planning, coordinating and organizing national/internation presentations and graduate-level publc health education.
Any relevant financial relationships? No

I agree to comply with the American Public Health Association Conflict of Interest and Commercial Support Guidelines, and to disclose to the participants any off-label or experimental uses of a commercial product or service discussed in my presentation.