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

被引:16
|
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
来源
FRONTIERS IN PSYCHOLOGY | 2023年 / 14卷
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.
引用
收藏
页数:10
相关论文
共 50 条
  • [21] A Study of Digital Game Addiction from Aggression, Loneliness and Depression Perspectives
    Jeong, Eui Jun
    Kim, Dan J.
    Lee, Dong Min
    Lee, Hye Rim
    PROCEEDINGS OF THE 49TH ANNUAL HAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES (HICSS 2016), 2016, : 3769 - 3780
  • [22] The mediator effect of digital game addiction on the relationship between perceived parental attitudes and emotional intelligence among adolescents
    Tetik, Gizem
    Aktan, Z. Deniz
    KLINIK PSIKIYATRI DERGISI-TURKISH JOURNAL OF CLINICAL PSYCHIATRY, 2021, 24 (02): : 181 - 190
  • [23] The predictive relationships between children's digital game addiction tendencies and mothers' digital parenting awareness and digital literacy levels
    Turen, Seyma
    Kahraman, Pinar Bagceli
    EDUCATION AND INFORMATION TECHNOLOGIES, 2025, 30 (03) : 3115 - 3144
  • [24] Investigating the mediating role of digital game addiction in the relationship between adolescents' school belonging and resilience
    Aslan, Olcan
    Topuz, Irem
    Eldeleklioglu, Jale
    EDUCATIONAL AND DEVELOPMENTAL PSYCHOLOGIST, 2025, 42 (01): : 37 - 49
  • [25] Development of addiction risk prediction monitoring algorithm for digital intervention: A preliminary machine learning study
    Kwak, Jae Seok
    Lee, Hae Kook
    Park, Ki Sun
    Jo, Sun-Jin
    Kwon, Sun Jung
    Kim, Yena
    Kim, Esther
    JOURNAL OF BEHAVIORAL ADDICTIONS, 2024, 13 : 322 - 322
  • [26] "Fiction is the reality": A qualitative study on digital game addiction and reality perception in young adults
    Genc, Emel
    Cakmak, Fatma Nur
    Ciftci, Heval
    Hocaog, Zehra Meryem
    CHILDREN AND YOUTH SERVICES REVIEW, 2024, 157
  • [27] Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning
    Tsai, Fu-Hsing
    Yu, Kuang-Chao
    Hsiao, Hsien-Sheng
    EDUCATIONAL TECHNOLOGY & SOCIETY, 2012, 15 (03): : 240 - 250
  • [28] Exploring the Impact of Physical Inactivity on Digital Gaming Attitudes and Addiction among Secondary School Students
    Kurhan, Sebiha
    Car, Bekir
    Kurhan, Cihad Onur
    Kurtoglu, Ahmet
    Eken, Ozgur
    Polat, Gulsen
    BALNEO AND PRM RESEARCH JOURNAL, 2024, 15 (02):
  • [29] Designing an educational music game for digital game based learning: a Lithuanian case study
    Raziunaite, P.
    Miliunaite, A.
    Maskeliunas, R.
    Damasevicius, R.
    Sidekerskiene, T.
    Narkeviciene, B.
    2018 41ST INTERNATIONAL CONVENTION ON INFORMATION AND COMMUNICATION TECHNOLOGY, ELECTRONICS AND MICROELECTRONICS (MIPRO), 2018, : 800 - 805
  • [30] Exploring the influence of competition and collaboration on learning performance in digital game-based learning
    Wang, Ding-Chau
    Huang, Yong-Ming
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2023, 71 (04): : 1547 - 1565