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Excessive video-game Playing and associated health-risk Behaviors among US youth: Results from the 2019 YRBS

Claudia (Chunyun) Wang, Hongtao Li*

Objective: To examine associations between excessive video-game playing (≥ 3 hours on an average school day not for school work) and a multitude of health-risk behaviors in U.S. adolescents and if the associations vary by age, gender, and race/ethnicities.

Methods: Data from the 2019 Youth Risk Behavior Survey (YRBS) (n=13,677) was analyzed. Associations between video-game playing and health-risk behaviors were examined using logistic regression models controlling for demographic confounders.

Results: Excessive video-game playing was reported by 46.1% of the students. Compared to those who did not report excessively video-game playing, excessive video-game players were more likely to involve in a physical fight (adjusted odds ratio [AOR]: 1.2; 95% CI: 1.1-1.4), be bullied (AOR: 1.7; 95% CI: 1.5-1.9), attempt suicide (AOR: 1.6; 95% CI: 1.4-1.9), use marijuana (AOR: 1.2; 95% CI: 1.1-1.4), drink soda/pop (AOR: 1.5; 95% CI: 1.4-1.7), are not physical active (AOR: 1.5; 95% CI: 1.3-1.7), watch television (AOR: 2.0; 95% CI: 1.7-2.2), and have insufficient sleep (AOR: 1.4; 95% CI: 1.3-1.6), controlling for age, gender, and race/ethnicities.

Conclusion: Excessive video-game playing was associated with many health-risk behaviors among youth in the U.S. Greater awareness of the impact of video-game playing on health is vital. Further studies should explore effective interventions to reduce excessive video-game playing. School nurses are suggested to have knowledge about the aforementioned risk factors and provide assessment, consultation, and education to help reduce Excessive video-game playing.

Keywords: Videogame playing; Health-risk behaviors; Youth

Отказ от ответственности: Этот реферат был переведен с помощью инструментов искусственного интеллекта и еще не прошел проверку или верификацию