Exploring obesity, physical activity, and digital game addiction levels among adolescents: A study on machine learning-based prediction of digital game addiction

被引:22
作者
Gulu, Mehmet [1 ]
Yagin, Fatma Hilal [2 ]
Gocer, Ishak [3 ]
Yapici, Hakan [1 ]
Ayyildiz, Erdem [4 ]
Clemente, Filipe Manuel [5 ,6 ]
Ardigo, Luca Paolo [7 ]
Zadeh, Ali Khosravi [8 ]
Prieto-Gonzalez, Pablo [9 ]
Nobari, Hadi [10 ,11 ]
机构
[1] Kirikkale Univ, Fac Sport Sci, Dept Coaching Educ, Kirikkale, Turkiye
[2] Inonu Univ, Dept Biostat & Med Informat, Fac Med, Malatya, Turkiye
[3] Ankara Univ, Grad Sch Hlth Sci, Ankara, Turkiye
[4] Tekirdag Namik Kemal Univ, Fac Sport Sci, Sports Management Dept, Tekirdag, Turkiye
[5] Inst Politecn Viana Do Castelo, Escola Super Desporto & Lazer, Rua Escola Ind & Comercial Nun Alvares, Viana Do Castelo, Portugal
[6] Inst Telecomunicacoes, Delegacao Covilha, Lisbon, Portugal
[7] NLA Univ Coll, Dept Teacher Educ, Oslo, Norway
[8] Univ Isfahan, Fac Sport Sci, Dept Exercise Physiol, Esfahan, Iran
[9] Prince Sultan Univ, Hlth & Phys Educ Dept, Riyadh, Saudi Arabia
[10] Univ Extremadura, Fac Sport Sci, Caceres, Spain
[11] Transilvania Univ Brasov, Fac Phys Educ & Mt Sports, Dept Motor Performance, Brasov, Romania
关键词
sedentary behaviors; obesity; body mass index; addiction; children; physical inactivity; INTERNET ADDICTION; PREVALENCE; HEALTH; STUDENTS; OVERWEIGHT; ASSOCIATION; CHILDHOOD; CHILDREN; WEIGHT; HEAD;
D O I
10.3389/fpsyg.2023.1097145
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Primary study aim was defining prevalence of obesity, physical activity levels, digital game addiction level in adolescents, to investigate gender differences, relationships between outcomes. Second aim was predicting game addiction based on anthropometric measurements, physical activity levels. Cross-sectional study design was implemented. Participants aged 9-14 living in Kirikkale were part of the study. The sample of the study consists of 405 adolescents, 231 girls (57%) and 174 boys (43%). Self-reported data were collected by questionnaire method from a random sample of 405 adolescent participants. To determine the physical activity levels of children, the Physical Activity Questionnaire for Older Children (PAQ-C). Digital Game addiction was evaluated with the digital game addiction (DGA) scale. Additionally, body mass index (BMI) status was calculated by measuring the height and body mass of the participants. Data analysis were performed using Python 3.9 software and SPSS 28.0 (IBM Corp., Armonk, NY, United States) package program. According to our findings, it was determined that digital game addiction has a negative relationship with physical activity level. It was determined that physical activity level had a negative relationship with BMI. In addition, increased physical activity level was found to reduce obesity and DGA. Game addiction levels of girl participants were significantly higher than boy participants, and game addiction was higher in those with obesity. With the prediction model obtained, it was determined that age, being girls, BMI and total physical activity (TPA) scores were predictors of game addiction. The results revealed that the increase in age and BMI increased the risk of DGA, and we found that women had a 2.59 times greater risk of DGA compared to men. More importantly, the findings of this study showed that physical activity was an important factor reducing DGA 1.51-fold. Our prediction model Logit (P) = 1/(1 + exp(-(-3.384 + Age*0.124 + Gender-boys*(-0.953) + BMI*0.145 + TPA*(-0.410)))). Regular physical activity should be encouraged, digital gaming hours can be limited to maintain ideal weight. Furthermore, adolescents should be encouraged to engage in physical activity to reduce digital game addiction level. As a contribution to the field, the findings of this study presented important results that may help in the prevention of adolescent game addiction.
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页数:10
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