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Do dietary patterns differ with video game usage in college men?
Dustin Moore1, Jesse Stabile Morrell1
1Department of Agriculture, Nutrition, and Food Systems, University of New Hampshire, Durham, New Hampshire, USA.
Abstract:
Objective: To assess differences in dietary quality among college men reporting high, moderate, and non-video game usage. Participants: College men aged 18-24. Methods: Cross-sectional data were collected between 2012 and 2020. Participants (n = 1259) were categorized according to self-reported video game usage: non-users (NVG), <1 h/day (MVG), and ≥1 h/day (HVG). ANCOVA identified group differences in nutrient intake from 3-day food records. Results: College men reported 30% NVG, 39% MVG, and 31% HVG. Higher saturated fat (30.2 ± 0.4 g and 30.1 ± 0.3 g, vs. 28.5 ± 0.4 g, p < .01, p < .01) and lower fruit/vegetable intake (3.00 ± 0.1 cups and 2.91 ± 0.1 cups, vs. 3.45 ± 0.1 cups, p < .00, p < .00) was observed in HVG and MVG vs. NVG. Higher discretionary calories (750 ± 13 kcals, vs. 686 ± 13 kcals, p < .00) in HVG and sodium (3922 ± 44 mg, vs. 3860 ± 50 mg, p < .02) in MVG were reported vs. NVG. Conclusion: Video game usage was associated with higher saturated fat, sodium, discretionary calories, and lower F/V intake in college men.
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