International audienceAbstract Purpose . To examine the relationship between interactive media use (Internet and video games) and overweight risk in young adults. Design . Prospective cohort study. Setting . France (TEMPO study). Subjects . Community sample of 674 young adults aged 22 to 35 in 2009 (response rate to the original mail out: 44.3%). Measures . Data were collected through mail-based questionnaires from study participants in 1999 (juvenile overweight, juvenile TV use) and 2009 (overweight, Internet and video game use, regular physical activity), and from their parents who participated in the GAZEL study from 1989 to 2009 (parental overweight). Analysis . Logistic regression. Results . Participants who engaged in regular video ga...
To examine the association between duration and type of screen time (TV, video games, computer time)...
ObjectiveIn the context of growing public health concern with the obesity rates among children and a...
Background: Video and computer games are popular activities, with 72% of adolescents aged 13 to 17 y...
International audienceAbstract Purpose . To examine the relationship between interactive media use (...
International audienceAbstract Purpose . To examine the relationship between interactive media use (...
International audienceAbstract Purpose . To examine the relationship between interactive media use (...
Studies of the relationship between sedentary behaviors and overweight among children and adolescent...
Background Video and hobby gaming are immensely popular among adults; however, associations between...
OBJECTIVE: This longitudinal study aimed to investigate the characteristics and predictive risk fact...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
Copyright © 2014 Ladda Mo-suwan et al. This is an open access article distributed under the Creative...
Objective: To examine the association between duration and type of screen time (TV, video games, com...
BackgroundThe use of electronic media has been found to be a risk factor for higher BMI and for bein...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
To examine the association between duration and type of screen time (TV, video games, computer time)...
ObjectiveIn the context of growing public health concern with the obesity rates among children and a...
Background: Video and computer games are popular activities, with 72% of adolescents aged 13 to 17 y...
International audienceAbstract Purpose . To examine the relationship between interactive media use (...
International audienceAbstract Purpose . To examine the relationship between interactive media use (...
International audienceAbstract Purpose . To examine the relationship between interactive media use (...
Studies of the relationship between sedentary behaviors and overweight among children and adolescent...
Background Video and hobby gaming are immensely popular among adults; however, associations between...
OBJECTIVE: This longitudinal study aimed to investigate the characteristics and predictive risk fact...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
Copyright © 2014 Ladda Mo-suwan et al. This is an open access article distributed under the Creative...
Objective: To examine the association between duration and type of screen time (TV, video games, com...
BackgroundThe use of electronic media has been found to be a risk factor for higher BMI and for bein...
Most estimates suggest that American youth are spending a large amount of time playing video and com...
To examine the association between duration and type of screen time (TV, video games, computer time)...
ObjectiveIn the context of growing public health concern with the obesity rates among children and a...
Background: Video and computer games are popular activities, with 72% of adolescents aged 13 to 17 y...