Diet Quality, in Relation to TV Viewing and Video Games Playing

Diet Quality ◽  
2013 ◽  
pp. 161-175
Author(s):  
George Antonogeorgos ◽  
Demosthenes Panagiotakos
Keyword(s):  
2017 ◽  
Vol 1 (S1) ◽  
pp. 39-40
Author(s):  
Amanda E. Staiano ◽  
Andrew T. Allen ◽  
E. Kipling Webster ◽  
Corby K. Martin

OBJECTIVES/SPECIFIC AIMS: The American Academy of Pediatrics (AAP) recommends that preschool-aged children spend no more than 2 hours/day using digital screens such as TVs. However, there is a proliferation of digital screens in children’s daily lives both at school and at home. The purpose of this study was to examine factors that contribute to children’s screen-time, including their demographic characteristics and whether or not they have screen-time at school. METHODS/STUDY POPULATION: In total, 59 children (3.3±0.4 years of age; 47% female) enrolled in 3 child care centers participated. Center directors reported school screen-time; 1 center was classified as not providing screen-time and 2 centers were classified as providing screen-time. Parents reported child’s age, sex, and maternal education as a proxy for socio-economic status. Parents reported child’s out-of-school screen-time by responding to the question “During the past 30 days, on average how many hours per day did your child sit and watch TV or videos outside of school?” Additional questions queried how many hours per day did the child “use a computer or play computer games,” “play video games,” “use a smartphone,” and “use an iPad or tablet.” Children’s height and weight were collected using standard clinic procedures and body mass index (BMI) was calculated. T tests were used to examine differences in screen-time by age, sex, and school screen-time. General linear models were used to examine the influence of school screen-time (1=no screen-time, 0=between 1 and 60 min/day of screen-time), age, BMI, and maternal education on out-of-school screen-time and time spent with each device. Logistic regression analysis was used to examine likelihood of meeting screen-time recommendations based on the same characteristics. RESULTS/ANTICIPATED RESULTS: Parent-reported total screen-time was 6.3±3.6 hours/day (h/d); specifically, 2.5±1.1 h/d watching TV, 1.5±2.2 h/d using a smartphone, 1.1±0.9 h/d using a tablet, 0.8±1.0 h/d on a computer, and 0.5±0.7 h/d playing video games. Based on total screen-time, 15% of children met AAP recommendations; based on TV viewing only, 52% met AAP recommendations. The 4-year-old children viewed more screen-time overall compared to the 3-year-old children including on TV, computer, and tablet (p<0.05), but there were no sex differences. In fully adjusted linear models, out-of-school screen-time was lower among those who had no screen-time at school (p=0.02) and higher among older children (p<0.01). Computer use was higher among older children (p=0.02). Older children and those with lower maternal education were less likely to meet clinical recommendations based on TV viewing (p<0.05). There were no observed associations with likelihood of meeting clinical recommendations based on total screen-time. BMI was not a significant predictor of screen-time. DISCUSSION/SIGNIFICANCE OF IMPACT: The majority of children exceeded AAP screen-time limits, with screen-time sharply higher among older children, and the associations did not vary by weight status. Children who attended schools that allowed screen-time had higher amounts of out-of-school screen-time. Pediatricians and healthcare providers should query parents on children’s screen-time practices at home and at school and offer strategies to help families meet the clinical recommendations.


2020 ◽  
Vol 79 (OCE2) ◽  
Author(s):  
María L. Miguel-Berges ◽  
Alba Santaliestra-Pasias ◽  
Iris Iglesia-Altaba ◽  
Paloma Flores-Barrantes ◽  
Pilar Samper ◽  
...  

AbstractIntroductionEvidence suggests that the time spent in different types of sedentary behaviours (e.g. TV watching, use of video games) may be more important in predicting childhood obesity as compared with overall sedentary time (ST). Sedentary time has been associated with unhealthy food and beverage consumption at young ages. The aims of this study were: to examine the association between different beverages consumption and sedentary behaviours and to evaluate the association between the total dietary quality index (DQI) and the adherence to the ST recommendations, in a sample of Spanish children.MethodologyThe study included a cohort of 381 children (40.7 % boys) aged 7 years, from the Growth and Feeding during Infancy and Early Childhood in Aragon (CALINA) longitudinal study, living in Zaragoza. Data on dietary habits and screen time (watching TV/DVD/videos and playing PC/video games) were parental-reported. ST was categorized based on the recommendations (≤ 2hour/day and > 2hour/day). The DQI was computed from a validated semi quantitative food-frequency questionnaire. Generalized linear mixed models, adjusted for maternal education and body mass index, were analysed.ResultsIn boys, exceeding the total ST's recommendations (> 2 h/day) was positively associated with high consumption of soft drinks (β = 0.13; CI: 0.02;0.26) while in girls, exceeding the recommendations was positively associated with light drinks (soft drinks with artificial sweeteners) consumption (β = 0.06; CI: 0.02;0.13). Only individual PC/videogames time was associated with beverage consumption. In both gender, excessive PC/video games time (> 2h/day) was associated with high soft drinks consumption (β = 0.51; CI: 0.25; 0.77, β = 1.07; CI: 0.79; 1.35, respectively). Only in girls, there was a positive association between PC/ video games time and light drinks (soft drinks with artificial sweeteners) consumption (β = 0.21; CI: 0.02; 0.41). Regarding the DQI, only boys showed a negative associations between total ST and the DQI (β = -5.91; CI -2.56; -2.56), this means, that those boys that exceeded the total ST's recommendations (> 2 h/day) had a poor total quality diet.DiscussionIn children, ST was associated with beverages (soft drinks and light drinks) consumption and a poor total diet quality. Soft drinks with artificial sweeteners (light drinks) were chosen mostly by girl´s, whereas, boys preferred regular sugar sweetened soft drinks consumption.


2016 ◽  
Vol 12 (5) ◽  
pp. 406-413 ◽  
Author(s):  
J. Falbe ◽  
W. C. Willett ◽  
B. Rosner ◽  
A. E. Field

2017 ◽  
Vol 20 (9) ◽  
pp. 1593-1601 ◽  
Author(s):  
Cristina Julián ◽  
Theodora Mouratidou ◽  
Germán Vicente-Rodriguez ◽  
Luis Gracia-Marco ◽  
Jara Valtueña ◽  
...  

AbstractObjectiveTo investigate dietary sources of Ca and vitamin D (VitD) intakes, and the associated sociodemographic and lifestyle factors, among European adolescents.DesignLinear regression mixed models were used to examine sex-specific associations of Ca and VitD intakes with parental education, family affluence (FAS), physical activity and television (TV) watching while controlling for age, Tanner stage, energy intake and diet quality.SettingThe Healthy Lifestyle in Europe by Nutrition in Adolescence (HELENA)Cross-Sectional Study.SubjectsAdolescents aged 12·5–17·5 years (n 1804).ResultsMilk and cheese were the main sources of Ca (23 and 19 % contribution to overall Ca intake, respectively). Fish products were the main VitD source (30 % contribution to overall VitD intake). Ca intake was positively associated with maternal education (β=56·41; 95 % CI 1·98, 110·82) and negatively associated with TV viewing in boys (β=–0·43; 95 % CI −0·79, −0·07); however, the significance of these associations disappeared when adjusting for diet quality. In girls, Ca intake was positively associated with mother’s (β=73·08; 95 % CI 34·41, 111·74) and father’s education (β=43·29; 95 % CI 5·44, 81·14) and FAS (β=37·45; 95 % CI 2·25, 72·65). This association between Ca intake and mother’s education remained significant after further adjustment for diet quality (β=41·66; 95 % CI 0·94, 82·38). Girls with high-educated mothers had higher Ca intake.ConclusionsLow-educated families with poor diet quality may be targeted when strategizing health promotion programmes to enhance dietary Ca.


2012 ◽  
Vol 2012 ◽  
pp. 1-10 ◽  
Author(s):  
Fatma G. Huffman ◽  
Joan A. Vaccaro ◽  
Joel C. Exebio ◽  
Gustavo G. Zarini ◽  
Timothy Katz ◽  
...  

Diabetes is a world-wide epidemic associated with multiple environmental factors. Prolonged television viewing (TV) time has been related to increased risk of obesity and type 2 diabetes in several studies. TV viewing has been positively associated with cardiovascular disease risk factors, lower energy expenditure, over-eating high-calorie and high-fat foods. The objective of this study was to assess the associations of hours of TV viewing with dietary quality, obesity and physical activity for three ethnic minorities with and without type 2 diabetes. Diet quality and physical activity were inversely related to prolonged TV viewing. African Americans and participants with type 2 diabetes were more likely to watch more than 4 hours of TV per day as compared to their counterparts. Diet quality was inversely associated with physical activity level. Future studies are needed to establish the risk factors of prolonged TV watching in adult populations for the development of diabetes or diabetes-related complications. Although strategies to reduce TV watching have been proven effective among children, few trials have been conducted in adults. Intervention trials aimed at reducing TV viewing targeting people with type 2 diabetes may be beneficial to improve dietary quality and physical activity, which may reduce diabetes complications.


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2015 ◽  
Vol 85 (3-4) ◽  
pp. 202-210 ◽  
Author(s):  
Ivona Višekruna ◽  
Ivana Rumbak ◽  
Ivana Rumora Samarin ◽  
Irena Keser ◽  
Jasmina Ranilović

Abstract. Results of epidemiologic studies and clinical trials have shown that subjects following the Mediterranean diet had lower inflammatory markers such as homocysteine (Hcy). Therefore, the aim of this cross-sectional study was to assess female diet quality with the Mediterranean diet quality index (MDQI) and to determine the correlation between MDQI, homocysteine, folate and vitamin B12 levels in the blood. The study participants were 237 apparently healthy women (96 of reproductive age and 141 postmenopausal) between 25 and 93 years. For each participant, 24-hour dietary recalls for 3 days were collected, MDQI was calculated, and plasma Hcy, serum and erythrocyte folate and vitamin B12 levels were analysed. Total MDQI ranged from 8 to 10 points, which represented a medium-poor diet for the subjects. The strength of correlation using biomarkers, regardless of group type, age, gender and other measured parameters, was ranked from best (0.11) to worst (0.52) for olive oil, fish, fruits and vegetables, grains, and meat, in this order. Hcy levels showed the best response among all markers across all groups and food types. Our study shows significant differences between variables of the MDQI and Hcy levels compared to levels of folate and vitamin B12 in participants with medium-poor diet quality, as evaluated according to MDQI scores.


2012 ◽  
Vol 82 (3) ◽  
pp. 144-147 ◽  
Author(s):  
Ibrahim Elmadfa ◽  
Alexa L. Meyer

A high-quality diet is one of the foundations of health and well-being. For a long time in human history, diet was chiefly a source of energy and macronutrients meant to still hunger and give the strength for work and activities that were in general much harder than nowadays. Only few persons could afford to emphasize enjoyment. In the assessment of quality, organoleptic properties were major criteria to detect spoilage and oxidative deterioration of food. Today, food hygiene is a quality aspect that is often taken for granted by consumers, despite its lack being at the origin of most food-borne diseases. The discovery of micronutrients entailed fundamental changes of the concept of diet quality. However, non-essential food components with additional health functions were still barely known or not considered important until recently. With the high burden of obesity and its associated diseases on the rise, affluent, industrialized countries have developed an increased interest in these substances, which has led to the development of functional foods to optimize special body functions, reduce disease risk, or even contribute to therapeutic approaches. Indeed, nowadays, high contents of energy, fat, and sugar are factors associated with a lower quality of food, and products with reduced amounts of these components are valued by many consumers. At the same time, enjoyment and convenience are important quality factors, presenting food manufacturers with the dilemma of reconciling low fat content and applicability with good taste and appealing appearance. Functional foods offer an approach to address this challenge. Deeper insights into nutrient-gene interactions may enable personalized nutrition adapted to the special needs of individuals. However, so far, a varied healthy diet remains the best basis for health and well-being.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


Sign in / Sign up

Export Citation Format

Share Document