Bibliographic citations
Arakaki, Martin (2024). Asociación entre horas de juego y consumo de ultraprocesados en gamers peruanos de entre 18 a 29 años de edad de Lima, Perú para el año 2022 [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/675359
Arakaki, Martin Asociación entre horas de juego y consumo de ultraprocesados en gamers peruanos de entre 18 a 29 años de edad de Lima, Perú para el año 2022 [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2024. http://hdl.handle.net/10757/675359
@misc{renati/502603,
title = "Asociación entre horas de juego y consumo de ultraprocesados en gamers peruanos de entre 18 a 29 años de edad de Lima, Perú para el año 2022",
author = "Martin Mauricci María Fernanda",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2024"
}
BACKGROUND: The population engaged with video games has increased, with 94% of Generation Alpha involved in video gaming during their leisure time. The COVID-19 pandemic facilitated adherence to video games due to mandatory social isolation and changes in interpersonal relationships. Additionally, this population has different lifestyles, including gaming hours, sleep or rest hours, and consumption of ultra-processed foods. Screen time, including video games, can influence the choice of nutrient-poor foods and excess calories, such as ultra-processed foods. OBJECTIVE: To evaluate the association between gaming hours and consumption of ultra-processed foods among Peruvian gamers aged 18 to 29 years old in Lima, Peru, for the year 2022. METHODS: Analytical cross-sectional observational study based on a virtual survey that included the application of the "Questionnaire of frequency of consumption of ultra-processed foods and beverages." RESULTS: Adjusted analyses of the Generalized Linear Model to estimate prevalence ratios (PR) in the total population showed no statistically significant association between the variables of interest (p = 0.131). However, it was found that people who play moderate to intense types of games are 1.31 times more likely to consume ultra-processed foods (p = 0.015) compared to those who play light types of games. Additionally, a marginal statistical association was found among individuals living in the central, central-southern, eastern, and southern coastal areas, with 1.31 times more likelihood of consuming ultra-processed foods compared to those living in the northern area (p = 0.060). CONCLUSION: No statistically significant association was found between gaming hours and consumption of ultra-processed foods among Peruvian gamers aged 18 to 29 years old in Lima, Peru, for the year 2022.
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