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Aggression as a Mediating Behavior in the Association Between Video Game Use and Body Mass Index

Aggression as a Mediating Behavior in the Association Between Video Game Use and Body Mass Index Letters reported, and death can occur in all pediatric age ranges. Despite article explores the association between body mass index (BMI) the fact that no definite risk groups have been identified in the and video game use, identifying physical activity, bedtime pediatricpopulation,comorbidities,includingobesity,neurologic regularity, sugar-sweetened beverage consumption, and high- condition, chronic lung disease, cardiovascular disease, immu- calorie food consumption as potential mediating behaviors. nosuppression, and overall medical complexity, have been re- The authors state that they found a small but not clinically 5 1 ported in children with severe COVID-19. Also, children younger meaningful association. I believe the authors should have also than 1 year are overrepresented in pediatric COVID-19 cohorts, included aggression as a potential mediating behavior owing with a higher risk of fatality compared with children older than to its effect on stress and anxiety levels. Previous studies have 1year ;inthiscontext,asdiscussedbyHeandZhang,furtherstud- demonstrated that video games certainly spike up aggressive ies need to analyze clinical outcomes in infected neonates. behaviors in children, which can contribute to stress levels Moreover, as a confirmation of the broad spectrum of disease in users. This stress from violent video games can not only in- caused by SARS-CoV-2, children presenting with a multisystem crease http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png JAMA Pediatrics American Medical Association

Aggression as a Mediating Behavior in the Association Between Video Game Use and Body Mass Index

JAMA Pediatrics , Volume 174 (12) – Dec 2, 2020

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Publisher
American Medical Association
Copyright
Copyright 2020 American Medical Association. All Rights Reserved.
ISSN
2168-6203
eISSN
2168-6211
DOI
10.1001/jamapediatrics.2020.2928
Publisher site
See Article on Publisher Site

Abstract

Letters reported, and death can occur in all pediatric age ranges. Despite article explores the association between body mass index (BMI) the fact that no definite risk groups have been identified in the and video game use, identifying physical activity, bedtime pediatricpopulation,comorbidities,includingobesity,neurologic regularity, sugar-sweetened beverage consumption, and high- condition, chronic lung disease, cardiovascular disease, immu- calorie food consumption as potential mediating behaviors. nosuppression, and overall medical complexity, have been re- The authors state that they found a small but not clinically 5 1 ported in children with severe COVID-19. Also, children younger meaningful association. I believe the authors should have also than 1 year are overrepresented in pediatric COVID-19 cohorts, included aggression as a potential mediating behavior owing with a higher risk of fatality compared with children older than to its effect on stress and anxiety levels. Previous studies have 1year ;inthiscontext,asdiscussedbyHeandZhang,furtherstud- demonstrated that video games certainly spike up aggressive ies need to analyze clinical outcomes in infected neonates. behaviors in children, which can contribute to stress levels Moreover, as a confirmation of the broad spectrum of disease in users. This stress from violent video games can not only in- caused by SARS-CoV-2, children presenting with a multisystem crease

Journal

JAMA PediatricsAmerican Medical Association

Published: Dec 2, 2020

References