Do dietary patterns differ with video game usage in college men?

J Am Coll Health. 2024 Nov;72(8):2362-2370. doi: 10.1080/07448481.2022.2110381. Epub 2022 Aug 23.

Abstract

Objective: To assess differences in dietary quality among college men reporting high, moderate, and non-video game usage. Participants: College men aged 18-24. Methods: Cross-sectional data were collected between 2012 and 2020. Participants (n = 1259) were categorized according to self-reported video game usage: non-users (NVG), <1 h/day (MVG), and ≥1 h/day (HVG). ANCOVA identified group differences in nutrient intake from 3-day food records. Results: College men reported 30% NVG, 39% MVG, and 31% HVG. Higher saturated fat (30.2 ± 0.4 g and 30.1 ± 0.3 g, vs. 28.5 ± 0.4 g, p < .01, p < .01) and lower fruit/vegetable intake (3.00 ± 0.1 cups and 2.91 ± 0.1 cups, vs. 3.45 ± 0.1 cups, p < .00, p < .00) was observed in HVG and MVG vs. NVG. Higher discretionary calories (750 ± 13 kcals, vs. 686 ± 13 kcals, p < .00) in HVG and sodium (3922 ± 44 mg, vs. 3860 ± 50 mg, p < .02) in MVG were reported vs. NVG. Conclusion: Video game usage was associated with higher saturated fat, sodium, discretionary calories, and lower F/V intake in college men.

Keywords: College students; diet patterns; nutrition behavior; video games.

MeSH terms

  • Adolescent
  • Cross-Sectional Studies
  • Diet / statistics & numerical data
  • Energy Intake
  • Feeding Behavior / psychology
  • Humans
  • Male
  • Students* / psychology
  • Students* / statistics & numerical data
  • Universities / statistics & numerical data
  • Video Games* / statistics & numerical data
  • Young Adult