Exercise & Training

Video game use, lifestyle and its association with becoming overweight or obese in Mexican adolescents.

TL;DR

Video game use and physical inactivity were significantly associated with overweight/obesity in Mexican adolescents, with video game use showing an adjusted odds ratio of 6.89 (95% CI [3.17-14.94]) in the multiple binary logistic regression model.

Key Findings

Video game use was strongly associated with overweight or obesity in Mexican adolescents in unadjusted analysis.

  • Video game use yielded an OR of 10.67 (95% CI [5.33-20.58])
  • This was derived from a multiple binary logistic regression model
  • The study included 272 subjects with and without video game use
  • Males predominated at 51.8% of the sample

In the adjusted regression model, video game use and physical inactivity remained significantly associated with overweight or obesity.

  • Video game use yielded an adjusted exponential B of 6.89 (95% CI [3.17-14.94])
  • Physical inactivity yielded an adjusted exponential B of 3.12 (95% CI [1.49-6.50])
  • The adjusted model included the variables male sex, morbid lifestyle, video game use, and physical inactivity

Morbid lifestyle was associated with overweight or obesity in Mexican adolescents.

  • Morbid lifestyle showed an OR of 3.55 (95% CI [1.99-6.36]) in unadjusted analysis
  • The variable was included in the multiple binary logistic regression model alongside male sex, video game use, and physical inactivity

The study sample had a high prevalence of obesity among adolescents.

  • Obesity prevalence in the study sample was 75.7%
  • The total sample consisted of 272 subjects
  • Subjects with percentiles >5 and <95 were included
  • Those with metabolic, hormonal, neurological, and autoimmune diseases were excluded

Mexico has high and increasing levels of adolescent obesity at the national level.

  • Mexico has high levels of adolescent obesity at 40.4%
  • Obesity prevalence increased from 17.6 to 18.1% between 2020 and 2023
  • Technological advancement and early access to electronic devices and video games after the COVID-19 pandemic were cited as contributing factors

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Citation

Islas Mendoza Y, Vargas Hernandez F, Bermudez Zapata D, Saucedo Mart&#xed;nez M, Garc&#xed;a Cortes L, Villar Aguirre E, et al.. (2026). Video game use, lifestyle and its association with becoming overweight or obese in Mexican adolescents.. PeerJ. https://doi.org/10.7717/peerj.20779