Playing too many video games may be bad for you too, grown ups

© Daniel Rousselot/Corbis
© Daniel Rousselot/Corbis
Couple Playing Video Games on Floor --- Image by © Daniel Rousselot/Corbis

In the past, research into the negative health impact of spending too many hours each day glued to a TV set, video game console or computer screen has focused on “tweens” and adolescents, generally between the ages of 8-18. While this age group certainly earns their reputation as gamers—with 59–73% manning the controller on an average day—new research published in the October issue of the American Journal of Preventive Medicine turns the microscope on a different class of video game enthusiasts, adults.

In a study of 562 people between the ages of 19–90 living in the Seattle-Tacoma area, 45.1% said they played video games regularly. The concentration of gamers didn’t surprise researchers too much, considering that the hub of Microsoft and Amazon is the country’s 13th largest media market, and has its highest level of internet use. Yet, what was illuminating for researchers led by James B. Weaver from the National Center for Health Marketing at the Centers for Disease Control, was the strong correlation between regular gaming and internet use, and increased risk for depression, higher body mass index (BMI), and other negative physical and mental health issues.

Women who regularly played video games had both higher levels of depression and lower overall health status compared with women who didn’t play, and men who concentrated time on the console were more likely to have elevated BMI and report more time spent on the internet than men who weren’t gamers. Overall there were more male than female video game devotees (55.9% of those who reported playing regularly in this survey were men), but for both men and women, regular gaming was strongly correlated with a higher dependence on the internet for social interaction.

While this is among the first major studies to analyze the adverse effects of excessive gaming among adults, its findings are consistent with previous research in adolescents, which also found a significant correlation between hours spent logged on and elevated BMI, higher numbers of “poor mental health days,” and lower levels of sociability and assertiveness. The factors driving those negative physical and mental health outcomes may have to do with the real world activities gamers forgo in order to spend more time in the virtual world. “Internet community support and time spent online also distinguished adult video-game players from non-players, a finding consistent with previous research pointing to the willingness of adult video-game enthusiasts to sacrifice real-world social activities to play video games,” the researchers write.

In an accompanying editorial, Dr. Brian A. Primack, a professor of medicine and pediatrics at the University of Pittsburgh School of Medicine, applauds the efforts to shine light on the apparently growing phenomenon of adult gamers, highlighting the statistic that the average age of video game enthusiasts is actually 35. He also laments the growing prevalence of “playlike activities”—that is, things that stimulate similar parts of the brain as old fashioned running around does, but with out all of the sweating and, you know, being outside. Yet he doesn’t pan gaming altogether, suggesting it may be beneficial in helping develop hand-eye coordination, and that games like Wii Fit, which simulate sports and actually get you moving may be better than just sitting around. But Primack does raise offer a word of caution: With video games now being developed for everything from pure entertainment to surgical training and street safety, he says, it may not be too long before the virtual world starts to eclipse the real one. “[W]ho will be left to remind us that—for children and adults alike—Hide-And-Seek and Freeze Tag are still probably what we need most?”

Related Topics: Mental Health, physical health, video games
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  • kabong30

    DATELINE 1440: New-fangled “books” bad for you… These “printed words” are not only dangerous, but this “new media” is causing a real financial consequence for town-criers across the the flat expanses of our world. These “books” spread dangerous lies about the roundness of the world and that our “Earth” might not be at the center! It’s only a matter of time before they poison the minds of our youth!

  • Adrienne Vollmer

    Interesting correlation, but I’m not sure about any causation here. People who are antisocial, and perhaps depressed either b/c of their social anxiety or some other reason, may turn to video games as a way to occupy themselves if they’re not spending time physically with other people. Also, as for the BMI side of it, it seems more probable to me that people play video games because they don’t want to do physical activity, rather than they become so obsessed with video games they forgo other activities that are healthier.

    In short, skip the sensationalized headlines next time, TIME. I’m pretty sure the people who conducted this study would be the first to tell you they haven’t shown causation yet.

  • yourinnernerd

    I had to laugh at not only kabong’s comment, but this article as well. It’s almost offensive how correlation is mistaken for causation in this piece; it assumes that my father (a middle aged man who regularly plays video games but still holds a professional job and maintains a family) is a fat slob who lacks social skills and relies on the Internet for friends just because he has a hobby that isn’t birdwatching or taking yoga classes.

    In other words, it reinforces the whole “30 year old living in his mother’s basement playing World of Warcraft” stereotype.

    But I can’t possibly explain my frustration with the huge fallacy in this article any better than Adrienne has. It’s a bit of a disappointment, TIME.

  • http://www.tangledsynapses.com tangledsynapses

    Video playing, internet surfing, and TV watching are one of the most time consuming activities the depressed resorts to in order to waste her time away and to avoid facing his harsh reality: Dealing with her depression symptoms day and day out. In the process, the depressed is missing valuable time that could be used to bounce back from his devastating illness. This time would be better spend doing physical and mental rewarding activities, that over time will help him to get rid of his depression. In South Korea, video playing and internet surfing got so bad, that the government literally enacted laws preventing people from engaging in these activities. They went even further: They created high-tech boot camps to treat the addicted to these pastimes.

  • http://www.fireflyoftheearth.com Deinera

    “… applauds the efforts to shine light on the apparently growing phenomenon of adult gamers…” Um, wow. I didn’t realize that this was a new phenomenon.

    I have few words for the majority of this article. This is exactly the kind of “research” my schooling taught me to avoid. The over-sensationalized media use of the word “correlation” immediately gets many to believe that this is equates to causality (like the other comments have stated).

    There are a lot of other factors to consider when looking at a comparison such as this one, and one of the biggest is socio-economic status of the population of the study. Another thing to consider asking yourself as you read this article is how was this study conducted. Was this a self-report survey sent out through a gaming magazine in which nearly the entire population of the responders are, in fact, gamers?

    This research is inherently flawed. As someone who wants to look at effects of video games in various forms for her dissertation study (when I reach PhD level) this article, and the research, are a joke.

  • centralincisor

    Well said, buddy! It is about time that “TIme” and similar publications asked the authors before printing, what seems to be, a B-grade article. The reason for it being B-grade is the lack of understanding between basic concepts such as causation and correlates! Get some reviewers for these types of articles PLEASE.

    I get at least an email from one of my friends/family with such articles, partly because of misinterpretations/ incorrect generalizations, and general dis-service from news agencies like yours. PLEASE improve yourself and make yourself look better.

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