Abstract

Online video games are a common pastime for emerging adults (EAs). EAs are an age group that is of interest in health communication because habits formed during this life stage can cause or prevent disease later in life. Guided by three research questions, this scoping review identifies the current state of research into socio-ecological influences on physical activity and diet behaviours of EAs. The review also examines the role that online video games play within this behavioural ecology. In total, 112 articles were found that focused on behavioural ecological influences for physical activity and diet behaviour among EAs. Seven of these articles focused on the impact of online video games, although only in conjunction with their influence on physical activity, identifying a gap in understanding the influence of online games on diet. Results show that online video games are currently under-researched in terms of impacts on physical activity and diet despite the prevalence of the use of these games within the EA cohort.

Highlights

  • Emerging adulthood, defined as the life stage between the ages of 18 to 25 years, is the peak time of online video game usage [1,2]

  • The scoping review identified a total of n = 112 studies focused on the physical activity and diet behaviour of emerging adults (EAs) that attributed behaviours to an external influence

  • To the best of our knowledge, this is the first scoping review that uses a behavioural ecological model to identify key influences on EAs’ lived experiences. This scoping review identified a large body of relevant research that seeks to understand different influences and the impact of these influences on physical activity and diet behaviour

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Summary

Introduction

Emerging adulthood, defined as the life stage between the ages of 18 to 25 years, is the peak time of online video game usage [1,2]. Online games range from simple single-player games to large virtual worlds featuring thousands of players at once [3]. Despite these considerable usage statistics, online games and associated channels, such as streaming and eSports, are not regularly used in health communication [4]. These channels have, become a part of advertising and marketing strategies for technology, lifestyle and food brands wanting to engage EAs [5]. The purpose of this scoping review is to explore the current literature into the health behavioural ecology of EAs and understand the current state of research into online games and their relationship with diet and activity as a part of this ecosystem

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