PeerJ. 2026 Feb 19;14:e20779. doi: 10.7717/peerj.20779. eCollection 2026.
ABSTRACT
BACKGROUND: Mexico has high levels of adolescent obesity (40.4%), with an increase from 17.6 to 18.1% between 2020 and 2023. Technological advancement and early access to electronic devices and video games after the COVID-19 pandemic, along with morbid lifestyles, contribute to this problem.
OBJECTIVE: To determine the association between video game use, lifestyle, and obesity in adolescents.
METHODS: A cross-sectional, analytical study was conducted. Subjects with and without video game use and percentiles >5 and <95 were included. Those with metabolic, hormonal, neurological, and autoimmune diseases were excluded. Questionnaires were administered regarding lifestyle and video game use. A multiple binary logistic regression model including the variables male sex, morbid lifestyle, video game use, and physical inactivity was developed, yielding exponential B coefficients, 95% CI, and p-values.
RESULTS: Of 272 subjects, males predominated with 51.8%, and obesity of 75.7%. The use of video games and morbid lifestyle showed an OR 10.67 (95% CI [5.33-20.58]) and 3.55 (95% CI [1.99-6.36]), respectively. In the adjusted model, the use of video games and physical inactivity obtained an exponential of B of 6.89 (95% CI [3.17-14.94]) and B of 3.12 (95% CI [1.49-6.50]).
CONCLUSIONS: The importance of family physician intervention on obesogenic factors in adolescents and their families to reduce the risk of harmful behaviours by promoting physical activity and a healthy lifestyle.
PMID:41732729 | PMC:PMC12925410 | DOI:10.7717/peerj.20779