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A multidisciplinary journal on gaming and gamification for health education/promotion, teaching and social change.
JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected inofficial impact factor (2016) of 3.32 and will have an official impact factor 2017 (to be released by Clarivate Analytics mid-2018). JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.
The journal also considers commentary and research in the fields of video games violence and video games addiction.
JMIR Serious Games is indexed in Pubmed, PubMed Central, and in Clarivate/Thomson Reuters Science Citation Index Expanded (SCIE).
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Background: Video and hobby gaming are immensely popular among adults, but associations between gaming and health have primarily been studied in children and adolescents. Furthermore, most research fo...
Background: Video and hobby gaming are immensely popular among adults, but associations between gaming and health have primarily been studied in children and adolescents. Furthermore, most research focuses on electronic gaming despite traditional hobby gaming becoming more prominent Objective: To determine whether the number of platforms played, platform preference, and gaming time are associated with obesity, physical activity, sedentary behavior, and cardiovascular risk factors Methods: We conducted a cross-sectional analysis using data obtained from 292 participants attending a large Midwestern gaming convention. Data were collected using a computer-based questionnaire that included questions on gaming behavior, demographics, physical activity (using the International Physical Activity Questionnaire), and health characteristics. Multivariable-adjusted linear and logistic regression were used to model health outcomes as a function of number of platforms played, platform preference, and weekday and weekend gaming time quartile. Results: After adjusting for covariates, a significant linear trend was seen for increasing odds of being obese and greater weekend sitting time by number of platforms played (P = 0.03 for both). Platform preference and weekend gaming time quartile showed significant associations with odds of meeting physical activity recommendations (P = 0.047 and P = 0.03 respectively). Greater odds of being obese were seen for those reporting that they sat most or all of the time while gaming (2.69 (1.14-6.31) and 2.71 (1.06-6.93) respectively). Conclusions: In adult gamers the number of platforms they play, which platforms they prefer to play on, and the amount of time spent gaming on the weekends could have important implications for their odds of being obese and meeting physical activity recommendations.