Correlation between Video Games and Body Mass Index among Intermediate Schools Students in Jeddah, Kingdom of Saudi Arabia | Abstract

International Journal of Medical Research & Health Sciences (IJMRHS)
ISSN: 2319-5886 Indexed in: ESCI (Thomson Reuters)


Correlation between Video Games and Body Mass Index among Intermediate Schools Students in Jeddah, Kingdom of Saudi Arabia

Author(s):Mazen Mosfer Al-Zahrani* and Amal Hassan Alghamdi

Introduction: Adolescents in various regions of the world believe playing video games to be a popular method to pass the time. Adolescents' physical well-being may be harmed by their time spent playing video games. This could be due to a lack of physical activity and unhealthy eating habits, both of which can lead to obesity. This study examined the association between video game playing and body mass index among adolescents in intermediate schools in Jeddah, Saudi Arabia. Methods: This is an observational study which was done by recruiting 345 male students in intermediate students at Jeddah city. A basic measurement of body weight and height with closed-ended interview-based questionnaire was used to collect data from participants. Data were collected using multistage sample from schools and intermediate classes. Regression analysis was use to estimate video-gaming risks and to adjust for confounding factors. Results: A total of 345 students were surveyed and the majority of the respondents were of Saudi nationality, comprising 82.9% of the sample. The educational level of the parents varied, but a notable proportion had obtained a university degree. In terms of BMI grades, the largest proportion fell into the normal category (46.0%), followed by overweight (26.8%) and underweight (10.3%). A smaller percentage fell into obesity class I (14.2%), obesity class III (1.8%), obesity class II (0.9%). The largest proportion of the participants engaged in gaming sessions 3-4 times a week (35.7%), followed by twice a week (20.9%) and 4 times a week (11.0%). The majority of respondents reported playing video games 4-6 times per week (39.9%), followed by every day (35.9%) and ≤ 3 times per week (24.2%). When asked if they play video games as a means to escape from problems or negative emotions, 40.3% responded "Sometimes" and 12.8% responded "Always." A large majority (86.1%) had a video game system in their bedroom. Conclusion: The prevalence of excessive video games playing is high among intermediate-school students with the majority of the students play almost every day. The findings from this study suggest that physical exercise, time-playing per week, and age are important determinants of BMI in schoolchildren and adolescents.

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