Abstract
Little is known about the co-occurrence of health risk behaviors in childhood that may signal later addictive behavior. Using a survey, this study evaluated high calorie, low nutrient HCLN intake and video gaming behaviors in 964 fourth grade children over 18 months, with stress, sensation-seeking, inhibitory control, grades, perceived safety of environment, and demographic variables as predictors. SEM and growth curve analyses supported a co-occurrence model with some support for addiction specificity. Male gender, free/reduced lunch, low perceived safety and low inhibitory control independently predicted both gaming and HCLN intake. Ethnicity and low stress predicted HCLN. The findings raise questions about whether living in some impoverished neighborhoods may contribute to social isolation characterized by staying indoors, and HCLN intake and video gaming as compensatory behaviors. Future prevention programs could include skills training for inhibitory control, combined with changes in the built environment that increase safety, e.g., implementing Safe Routes to School Programs.
Highlights
As discussed in the first paper of this special issue of the International Journal of EnvironmentalResearch and Public Health, health risk behaviors which are potentially addictive follow a particular course, from initial appetite for the behavior, preoccupation with the behavior, loss of control over the behavior, negative consequences of continued behavioral practice, and lack of ability to stop the behavior [1]
The first hypothesis was that video gaming and high calorie, low nutrient food intake would grow over time
The first hypothesis was that video gaming and HCLN intake grow over time in children
Summary
As discussed in the first paper of this special issue of the International Journal of EnvironmentalResearch and Public Health, health risk behaviors which are potentially addictive follow a particular course, from initial appetite for the behavior, preoccupation with the behavior, loss of control over the behavior, negative consequences of continued behavioral practice, and lack of ability to stop the behavior [1]. There is growing evidence that other health risk behaviors may exhibit addiction “propensity.” In a review of 83 studies, Sussman et al [4] concluded that eight behaviors in addition to substance use could be potentially addictive: binge eating, gambling, internet use, love, sex, exercise, work, and shopping. Video gaming has gained recent attention as a potentially addictive behavior [5,6,7]. At least two of these potentially addictive behaviors, frequent or excessive high calorie, low nutrient (HCLN) food/beverage intake (which could relate to binge eating) and video gaming (a sedentary activity) have particular relevance to obesity, one of the foremost and escalating health problems in the world today [8,9,10,11]
Published Version (Free)
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have