scholarly journals Television viewing, computer game play and book reading during meals are predictors of meal skipping in a cross-sectional sample of 12-, 14- and 16-year-olds

2009 ◽  
Vol 13 (4) ◽  
pp. 537-543 ◽  
Author(s):  
Kathleen Custers ◽  
Jan Van den Bulck

AbstractObjectiveTo examine whether television viewing, computer game playing or book reading during meals predicts meal skipping with the aim of watching television, playing computer games or reading books (media meal skipping).DesignA cross-sectional study was conducted using a standardized self-administered questionnaire. Analyses were controlled for age, gender and BMI.SettingData were obtained from a random sample of adolescents in Flanders, Belgium.SubjectsSeven hundred and ten participants aged 12, 14 and 16 years.ResultsOf the participants, 11·8 % skipped meals to watch television, 10·5 % skipped meals to play computer games and 8·2 % skipped meals to read books. Compared with those who did not use these media during meals, the risk of skipping meals in order to watch television was significantly higher for those children who watched television during meals (2·9 times higher in those who watched television during at least one meal a day). The risk of skipping meals for computer game playing was 9·5 times higher in those who played computer games weekly or more while eating, and the risk of meal skipping in order to read books was 22·9 times higher in those who read books during meals less than weekly. The more meals the respondents ate with the entire family, the less likely they were to skip meals to watch television.ConclusionsThe use of media during meals predicts meal skipping for using that same medium. Family meals appear to be inversely related to meal skipping for television viewing.

Background and Aim: Computer games are a kind of growing and attractive new communication technology. This has prompted researchers to study the effects of these games on users. This study was performed aims to determine was performed the prevalence of computer game addiction and related factors in male adolescent boys of Gonabad in 2018. Materials and Methods: In this descriptive-analytical cross-sectional study, 507 male students of the first-grade in Gonabad were examined by multi-stage sampling method. Data collection tools were included in two sections: Demographic information and the Lummens Computer Games addiction questionnaire. The data were analyzed by using SPSS software (Version 19) with the help of the Chi-square and Fisher's exact test. Results: The average age of the students in this study was 13.5 ±1 years. The most popular feature of computer games is a lot of excitement (42%), competitive games (29%) and the most common types of computer games were football (48.9%) and violent games (21.7%). 28.4% of students went to Game Center to play computer games. The prevalence of dependence on computer games was moderate to high (73.2%) It showed a significant relationship with the level of education of the mother (P = 0.03), playing computer games by the parents (P <0.001) and the educational level of the students (P = 0.04). Conclusion: The results showed that the highest level of dependence of students was at the intermediate level, which indicates the importance of the problem and the need for the authorities to intervene in this field. Key Words: Addiction, Computer Game; Male adolescent; Prevalence; Student


Author(s):  
Cahide Çevik ◽  
Özlem Örsal ◽  
Yeliz Ciğerci ◽  
Pakize Özyürek

INTRODUCTION: With the development of technology in recent years, computer games have become indispensable for children. However, the excessive play of these games causes some problems. One of these problems is computer game addiction. In this study, it was aimed to investigate the relationship between computer game addiction and tendency to violence. 572 students were included in the study. METHODS: This study is a cross-sectional study. Data were collected by using computer game addiction and tendency to violence scale. A positive relationship was found between computer game addiction and tendency to violence. In the analysis of data, Whitney U, Kruskal Wallis and Sperman's corelation tests, descriptive statistics such as mean, percentage and frequency, were used. RESULTS: Children playing violent content were found to be high all computer game addiction sub-scale scores and total computer game addiction scores according to children who do not play violent games. Computer game addiction subscale scores and total computer game addiction scores and tendency to violence scores of students who play 9-10 hours per day on computer are higher than students who play shorter time. The tendency to violence scale mean score of the children who play computer games is higher than the children who do not play games on the computer. DISCUSSION AND CONCLUSION: As a result with long-term playing violent games on the computer and computer game addiction can be said to increase the tendency to violence.


Antibiotics ◽  
2021 ◽  
Vol 10 (7) ◽  
pp. 866
Author(s):  
Iltaf Hussain ◽  
Nisa Yousaf ◽  
Sana Haider ◽  
Pervisha Jalil ◽  
Muhammad Usman Saleem ◽  
...  

The irrational use of antimicrobials has enormously contributed to antimicrobial resistance (AMR) globally and especially in the developing world. To assess the knowledge and perception regarding AMR and antimicrobial stewardship (AMS), a descriptive cross-sectional study was carried out in university students enrolled in pharmacy, veterinary, and biology programs by using an online self-administered questionnaire. The Chi-square and Fisher exact tests (where applicable) were performed to assess the association of the demographics with the students’ knowledge and perception regarding AMR and AMS. A total of 496 students completed the questionnaire, among which, 85.7% of the participants were familiar with the term AMR and 79.4% of the participants correctly identified a poorly designed dosing regimen as a contributing factor towards AMR. The majority of participants (57.9%) were familiar with the term AMS and 86.5% were aware of the aim of AMS. The participants showed good knowledge regarding AMR and AMS, but to further improve student knowledge and perception of AMS and AMR, it is suggested that dedicated modules on antibiotic use and AMS should be incorporated into the curricula of these undergraduate and postgraduate programs.


Author(s):  
Hasan Saeed Alamri ◽  
Wesam F. Mousa ◽  
Abdullah Algarni ◽  
Shehata F. Megahid ◽  
Ali Al Bshabshe ◽  
...  

Background: This study aims to investigate the mental health of COVID-19 patients in Saudi Arabia. Method: A cross-sectional study was carried out targeting confirmed cases of COVID-19 in Saudi Arabia. Due to travel and time constraints as well as the accessibility of patients, cases were included from East Jeddah Hospital, King Abdulaziz Hospital, and the Oncology Center in Jeddah. The data were collected using a predesigned self-administered questionnaire. The questionnaire addressed COVID-19 cases, personal data, medical history, smoking, traveling abroad, and work-related conditions. Additionally, data regarding contact level with COVID-19 cases were considered. The mental health statuses of the patients were assessed using a validated Arabic version of the Hospital Anxiety and Depression (HAD) scale. The study included 261 COVID-19 patients whose ages ranged from 18 to 65 years. Results: The survey findings revealed that 13% of COVID-19 patients had a borderline level of anxiety, 26.8% were considered anxiety cases, while 60.2% were normal. The findings also revealed that 29.9% had a borderline level of depression, 18.4% were considered depression cases, while 51.7% were normal. Conclusions: This study concluded that COVID-19 patients experience anxiety and depression, and as the COVID-19 epidemic continues to spread, the results of the study are particularly useful in developing a strategy to psychologically support COVID-19 patients.


Author(s):  
Chiara Lorini ◽  
Laura Ricotta ◽  
Virginia Vettori ◽  
Marco Del Riccio ◽  
Massimiliano Alberto Biamonte ◽  
...  

In Western countries, one of the main barriers to entomophagy is repulsion toward insects. Few studies have investigated the factors that influence attitudes toward entomophagy. Therefore, we conducted a cross-sectional study involving a sample of 248 university students, focusing on disgust and other potential attributes that can influence insect consumption, including health literacy. We used a 17-item self-administered questionnaire. Consistent with the literature, two items were chosen as outcome variables to evaluate the predictors of the propensity to consume insects: “Have you ever eaten insects or insect-based products?” and “How disgusting do you find eating insects?” The data analysis shows that having already eaten insects is inversely associated with the level of disgust (OR: 0.1, p < 0.01); and it is positively associated with higher levels of health literacy (OR: 3.66, p > 0.01). Additionally, having some knowledge and information about entomophagy is inversely associated with a higher level of disgust (OR: 0.44, p = 0.03 and OR: 0.25, p = 0.03, respectively), while being female is positively associated with disgust (OR: 3.26, p < 0.01). Our results suggest the potential role of health literacy, in addition to other factors, in influencing the willingness to taste insects. However, further studies involving larger and non-convenience samples are needed to confirm our hypothesis.


2016 ◽  
Vol 96 (11) ◽  
pp. 1773-1781
Author(s):  
Bethany J. Wilcox ◽  
Megan M. Wilkins ◽  
Benjamin Basseches ◽  
Joel B. Schwartz ◽  
Karen Kerman ◽  
...  

Abstract Background Challenges with any therapeutic program for children include the level of the child's engagement or adherence. Capitalizing on one of the primary learning avenues of children, play, the approach described in this article is to develop therapeutic toy and game controllers that require specific and repetitive joint movements to trigger toy/game activation. Objective The goal of this study was to evaluate a specially designed wrist flexion and extension play controller in a cohort of children with upper extremity motor impairments (UEMIs). The aim was to understand the relationship among controller play activity, measures of wrist and forearm range of motion (ROM) and spasticity, and ratings of fun and difficulty. Design This was a cross-sectional study of 21 children (12 male, 9 female; 4–12 years of age) with UEMIs. Methods All children participated in a structured in-clinic play session during which measurements of spasticity and ROM were collected. The children were fitted with the controller and played with 2 toys and 2 computer games for 5 minutes each. Wrist flexion and extension motion during play was recorded and analyzed. In addition, children rated the fun and difficulty of play. Results Flexion and extension goal movements were repeatedly achieved by children during the play session at an average frequency of 0.27 Hz. At this frequency, 15 minutes of play per day would result in approximately 1,700 targeted joint motions per week. Play activity was associated with ROM measures, specifically supination, but toy perception ratings of enjoyment and difficulty were not correlated with clinical measures. Limitations The reported results may not be representative of children with more severe UEMIs. Conclusions These outcomes indicate that the therapeutic controllers elicited repetitive goal movements and were adaptable, enjoyable, and challenging for children of varying ages and UEMIs.


1997 ◽  
Vol 6 (1) ◽  
pp. 43-55 ◽  
Author(s):  
Joanna Thornborrow

The focus of this article is the language of computer game previews and guides in the magazine Sega Mean Machines. I examine the presence of conflicting discourses within these texts, and discuss the possible effects they may have on the construction of gender-specific identities for the reader. Through a stylistic analysis of these texts, I will argue that entering the computer game-playing world means essentially a shift for the female readers/players into male-centred discourses.


2017 ◽  
Vol 241 (2) ◽  
pp. 131-138 ◽  
Author(s):  
Masahiro Tsuchiya ◽  
Haruki Momma ◽  
Takuya Sekiguchi ◽  
Kaoru Kuroki ◽  
Kenji Kanazawa ◽  
...  

2020 ◽  
Vol 10 (1) ◽  
pp. 59-63
Author(s):  
Sailaja Sharma ◽  
Ratna Shila Banstola ◽  
Sakuntala Pageni

Introduction: Tobacco is one of the proven risk factors, contributes substantially to the rising epidemic of non-communicable diseases. Methods: This cross-sectional study was conducted to determine the prevalence of tobacco use and associated factors among adolescents of a selected public School in Kaski district. Non-probability purposive sampling technique was adopted and data was collected with self-administered questionnaire from 168 respondents. Results: The prevalence of tobacco-use was 19.6 percent and mean age of initiation was13.84 years. The most common reasons for smoking were peer pressure (63.3%), imitation (27.3%), family influence (27.3%) and quest for new experience (21.2%). Tobacco-use was strongly associated with ethnicity (p=0.03), mother's education level (p=0.02), father's occupation (p=0.03), peer pressure (p=0.01) and friends smoking habit (p=0.03). Conclusion: Tobacco-focused interventions are required for school going adolescents to promote cessation among users and prevent its initiation.


2021 ◽  
Author(s):  
Ayman Al-Dahshan ◽  
Mohamad Chehab ◽  
Nagah Selim

Abstract Background: Although the internet can be a source of reassurance and clarification for expectant women, it ‎could cause concerns or feelings of worry when reading about pregnancy-related ‎information. The current research sought to assess the feelings of worry and perceived reliability towards online pregnancy-related information and the associated factors among expectant women attending antenatal clinics at primary healthcare centers in Qatar.Methods: A cross-sectional study design was employed. The participants were recruited through a systematic random sampling technique. ‎A self-administered questionnaire was used to collect data from the participants. Descriptive and analytic statistics were used when appropriate‎.Results: A total of 327 expecting women completed the questionnaire. Most participants were aged between 26-34 years (74.1%), held a college/university degree (76.4%), and multigravidas (73.1%). About one-third of the women ‎(31.2‎%) reported feeling worried due to something they read online. The participants coped with these feelings by consulting their antenatal care provider at the next appointment (51.0%) or by talking with relatives and friends (47.0%). Furthermore, most women (79.2%) considered online pregnancy-related information to be reliable or highly reliable. Holding a college/university degree, primigravidae, and having no children were factors significantly associated with a high perception of reliability of online health information.Conclusion: Although online pregnancy information caused feelings of worry for some pregnant ‎women, most women perceived such information to be reliable. Thus, antenatal care providers should be equipped to guide pregnant women on how to access high-quality web-based information.


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