Next Article in Journal
The Association Between Vitamin D and Polycystic Ovary Syndrome (PCOS) in Women: A Systematic Review
Previous Article in Journal
Accuracy of AI-Based Nutrient Estimation from Standardized Hospital Meal Images: A Comparison with Registered Dietitians
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Review

A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review

by
Svetlana Deric
1,†,
Thanaporn Kaewpradup
2,3,†,
Sirichai Adisakwattana
2,3,
Ellise Stirling
1,
Blossom Stephan
3,4,
Van Nguyen
1,
Leticia Radin Pereira
5,
Hannah Velure Uren
1 and
Mario Siervo
1,3,4,6,*
1
Faculty of Health Sciences, School of Population Health, Curtin University, Perth, WA 6102, Australia
2
Center of Excellence in Phytochemical and Functional Food for Clinical Nutrition, Department of Nutrition and Dietetics, Faculty of Allied Health Science, Chulalongkorn University, Bangkok 10330, Thailand
3
Curtin-Chulalongkorn Collaborative Centre for Nutrition and Food Research and Education, Curtin University, Perth, WA 6845, Australia
4
Curtin Dementia Centre of Excellence, Enable Institute, Curtin University, Perth, WA 6102, Australia
5
Department of Community Health Sciences, Cumming School of Medicine, University of Calgary, 3280 Hospital Drive NW, Calgary, AB T2N 4Z6, Canada
6
Curtin Medical Research Institute (CMRI), Curtin University, Perth, WA 6102, Australia
*
Author to whom correspondence should be addressed.
These authors contributed equally to this work.
Nutrients 2026, 18(6), 967; https://doi.org/10.3390/nu18060967
Submission received: 29 January 2026 / Revised: 8 March 2026 / Accepted: 13 March 2026 / Published: 19 March 2026
(This article belongs to the Section Nutrition and Public Health)

Abstract

Background: Video gaming is a highly prevalent leisure activity globally, with complex associations across multiple health domains. Methods: This narrative review critically appraised the existing literature identified through targeted searches of PubMed and Google Scholar to synthesise evidence on associations between video gaming and psychosocial stress, physical activity, sleep quality, eating behaviour, and diet quality. Theoretical, biological, and psychosocial mechanisms underlying these relationships were examined, and methodological limitations and research gaps were identified. Results: The relationships between video gaming and health outcomes appear bidirectional and context dependent. While video gaming may provide short-term stress relief and social connection, frequent or prolonged gaming may be associated with sedentary behaviour, physical inactivity, impaired sleep quality, disrupted eating patterns, and poorer diet quality. These associations may vary by age, sex, gaming duration, timing, content, and motivational drivers. Gaming-related cognitive absorption and physiological arousal may influence appetite regulation, sleep onset, and stress responses, while temporal displacement and environmental factors, such as food availability and marketing exposure, also contribute. Conclusions: An integrated biopsychosocial framework is proposed to describe the interconnected pathways through which video gaming may influence health, incorporating biological arousal, psychological immersion, and social and environmental contexts. Significant gaps remain, including the scarcity of longitudinal studies, limited consideration of moderating factors, and inconsistent measurement of gaming behaviours. Addressing these gaps is essential for refining public health surveillance and supporting the development of evidence-based strategies that promote healthy gaming behaviours while preserving potential psychosocial benefits.

1. Introduction

The video game industry has seen a significant transformation over recent decades, evolving from arcade-based entertainment to sophisticated, immersive experiences facilitated by technological advancement and internet connectivity [1]. Video gaming is a global leisure activity, with an estimated 3.3 billion players worldwide as of 2024 [2], and prevalence is highest among younger age groups, with over 90% of adolescents and young adults reporting regular gaming compared to lower frequencies later in life [3]. While males continue to game more frequently and for longer durations, females now represent approximately half of the global gaming population [4]. An estimated 92% of Australian households engage in video gaming [5], and while the gender gap still persists with males engaging more frequently and for longer durations, female participation has increased substantially and represents more than 40% of the video gaming population [5]. The age distribution of gaming populations has also seen some demographic changes, with current data indicating that 68% of Australian gamers fall within 18–64 years, reflecting the increased prevalence of video gaming across all life stages from childhood through late adulthood [5].
The types of games played and the motivations driving gaming engagement also differ substantially across the lifespan. Children and adolescents predominantly engage with action, adventure, role-playing, and competitive multiplayer games, with entertainment and peer-based social interaction serving as primary motivators [6]. Young adults represent the most active gaming demographic and tend to engage across a broad range of genres, including first-person shooters, multiplayer online games, and sports simulations, often driven by competition, achievement, and social belonging [6]. In contrast, older adults are more likely to engage with puzzle, strategy, casual, and cognitive training games, with motivations centred on cognitive stimulation, relaxation, and social connection rather than competition [7]. These age-related differences in gaming preferences and motivational profiles may have important implications for health outcomes. For example, competitive and immersive gaming in younger subjects may amplify physiological arousal and social pressure [8], whereas cognitive gaming in older adults may confer protective benefits for mental health and cognitive function [9]. Understanding how psychosocial factors interact with gaming type and age is therefore essential to interpret the health-related evidence presented in this review.
The links between video gaming and health outcomes could be conceptualised using multiple theoretical frameworks [10,11]. The displacement hypothesis suggests that time spent video gaming may replace time that could otherwise be dedicated to health-promoting activities such as physical exercise, meal preparation, or adequate sleep [10,12]. This perspective may explain the observed negative correlations between video gaming duration and various health outcomes across different age groups. However, while traditional sedentary gaming may displace health-promoting activities such as outdoor play and exercise, this relationship is not universally applicable. Emerging active gaming technologies and exergames could promote physical activity and movement and be part of lifestyle interventions or behavioural strategies to develop personalised approaches to encourage physical movement [13,14,15].
The motivational factors driving gaming behaviour may be linked to the fulfilment of specific psychosocial needs [16]. These motivational drivers have been shown to have age-related variation, with entertainment and social interaction with peers being more frequent among younger cohorts, whereas cognitive maintenance, social engagement and promotion of physical health could be more relevant in older adult populations [17,18]. This psycho-social interpretation of video gaming trends could explain why video gaming persists despite potential health consequences, as the immediate psychological benefits may outweigh or obscure longer-term health risks. Bio-psychosocial models of the potential factors integrate physiological (autonomic arousal, sleep disruption), psychological (stress response, cognitive absorption), and social (gaming culture, peer influences) mechanisms [19]. The model suggests a complex bidirectional relationship between video gaming and health outcomes, which may operate differently across life stage periods. A significant gap currently exists in the understanding of the influence of video gaming on physical and mental health domains across the lifespan.
From a public health perspective, video gaming represents a unique behavioural exposure that is both highly prevalent and deeply embedded in daily routines, particularly among younger groups [20]. Unlike other sedentary behaviours, gaming often involves prolonged cognitive engagement, social interaction, and physiological arousal, suggesting that its health effects may not be fully captured by traditional screen-time metrics [11]. Importantly, gaming behaviours are increasingly shaped by platform design, monetization strategies, and online social environments, which may amplify or mitigate health impacts across the life course [11,21].
For the purposes of this review, the term “gamer” is used broadly to refer to individuals who regularly engage with video games across any platform, including consoles, personal computers, mobile devices, and handheld systems. We acknowledge that the field currently lacks a universally accepted definition, and that studies operationalise gaming engagement in varied ways, ranging from simple frequency or duration thresholds (e.g., ≥1 h per day, ≥7 h per week) [22] to standardised instruments such as the Internet Gaming Disorder Scale or the Gaming Disorder Scale [23]. For clarity, this review distinguishes, where evidence permits, between casual or recreational gaming (infrequent, low-intensity engagement), regular or frequent gaming (consistent engagement as a primary leisure activity), and problematic or disordered gaming (compulsive patterns associated with functional impairment). Different types of gaming, including sedentary gaming, active or exergaming, mobile gaming, and augmented reality gaming, are also discussed. Therefore, the aim of this narrative review is to synthesise current evidence on associations between video gaming and key health-related domains (psychosocial stress, physical activity, sleep quality, eating behaviours, and diet quality) across the lifespan. In addition, we propose a biopsychosocial framework to describe potential mechanisms (e.g., temporal displacement, attentional allocation, autonomic arousal, and environmental influences) and to generate testable hypotheses to direct future research.

2. Materials and Methods

Relevant literature was identified through the authors’ expertise and targeted searches of the electronic databases PubMed and Google Scholar, conducted between December 2025 and February 2026, with a focus on publications from 2000 to 2025. The following search terms were used, individually and in combination: video gaming, exergames, active video games, diet quality, eating behaviour, physical activity, sleep, psychosocial stress, food intake, and diet. Searches were conducted in English only. Inclusion priority was given to peer-reviewed experimental studies, longitudinal studies, and cross-sectional surveys with validated outcome measures. Systematic reviews and meta-analyses relevant to the health domains were also examined. Grey literature, conference abstracts, and non-peer-reviewed sources were excluded. A summary of key studies that have investigated the link between video gaming and health outcomes across the life course is provided in Table 1.

3. Results

3.1. Video Gaming and Psychosocial Stress

Evidence from several studies suggests a bidirectional relationship between video gaming and psychosocial stress, with video-gaming demonstrating the stress-relieving properties [56]. Prior research demonstrated that more than half of participants who engaged in immersive online gaming reported mood improvement and stress reduction [29]. Psychological absorption and dissociation have been identified as key mechanisms, and deeply immersive games may redirect attention away from existing life stressors and facilitate a relaxation response [57]. Participants experiencing greater work or academic strain were shown to more frequently engage in video gaming as a coping strategy compared to less-stressed participants [24]. However, this stress-relief function could be context-dependent, such as the presence of violence in the video gaming experience or increased levels of competitiveness in video game online communities [58,59]. A pilot clinical trial compared physiological responses to video gaming with violent content versus television viewing and found significantly higher cortisol levels and blood pressure responses during gaming sessions [32].
Video gaming can also serve as a maladaptive coping mechanism among individuals with high-frequency usage patterns. Compensatory escapism, characterised by avoidance-focused coping behaviours, provides immediate stress alleviation, but ultimately intensifies stress through neglect of underlying issues [60]. University students with higher perceived stress have been shown to be at increased risk of developing problematic gaming patterns [61], and video gaming during exam periods was linked to poorer stress management and academic outcomes [46].
Importantly, individual differences appear to moderate the stress–gaming relationship. Differences in personality traits, coping styles, and vulnerability to problematic gaming may determine whether gaming functions as an adaptive or maladaptive strategy [62]. Individuals with high emotional regulation skills may benefit from short, controlled gaming sessions, whereas those with avoidant coping tendencies may be at increased risk of excessive use and escalating stress over time [63]. Developmental stage is also relevant, as adolescents may lack the cognitive maturity to self-regulate gaming duration and emotional investment, increasing susceptibility to stress dysregulation [64]. These findings reinforce the need to distinguish between recreational, socially embedded gaming and problematic, compulsive patterns when interpreting associations with psychosocial stress.
The relationship between video gaming and stress appears to be moderated by both game characteristics and social context. Competitive games have been shown to increase physiological stress markers compared to cooperative games [65], whereas online social gaming has been associated with greater social connectedness that may protect against academic stress [66]. The growing literature on cooperative gaming suggests that game-related teamwork rather than competition may enhance social support and positive emotions [19], which highlights the importance of considering not just video gaming duration but also specific game features and social dynamics when evaluating links between video gaming, psychosocial stress, and health outcomes.

3.2. Video Gaming and Physical Activity

Video gaming is often criticised for displacing time that could otherwise be spent on physical activity as well as for being associated with diminished muscle performance [67]. Most of video games are generally sedentary, involving minimal movement and low energy expenditure [68,69], in contrast to recommendations that adults should engage in 150–300 min of moderate-intensity exercise per week [70]. The inverse associations between video gaming duration and physical activity level are well-established, demonstrating that frequent male gamers report significantly fewer daily physical activity minutes, reduced exercise frequency, and shorter exercise duration compared to non-gamers, while controlling for other media use [25,44,49]. In addition to time displacement, previous studies have shown that university students who frequently engage in video gaming reported multiple psychological barriers to physical activity participation, including increased fatigue, reduced motivation, and diminished physical self-efficacy [44]. These findings suggest that gaming-related physical inactivity involves complex psychological pathways rather than time constraints alone.
The emergence of physically interactive video gaming has, however, complicated this narrative. Exergames and active video games requiring physical movement have demonstrated potential benefits for physical activity promotion [71]. Research has demonstrated that active video games can provide meaningful physical benefits. For example, an 8-week study with young adults demonstrated improved fitness compared to a control group, while another study found that the physical activity energy expenditure during active gaming was comparable to moderate exercise intensity levels such as brisk walking [41,72]. A recent meta-analysis of 15 systematic reviews showed that active video games significantly improved balance (both static and dynamic) and lower limb strength in older adults compared to control groups. However, there were no significant benefits for cardiovascular fitness, upper body strength, or knee extension strength [73].
The long-term sustainability of the benefits of exergames remains questionable, potentially due to declining novelty effects, insufficient variety in engaging game content, and progressively reduced intrinsic motivation over extended play periods [74,75]. Exergames were found to initially increase physical activity in young adults, but adherence declined significantly after 6 weeks, with participants reverting to more sedentary gaming options [76]. Additionally, the negative association between gaming duration and physical activity may be moderated by sex, with a stronger inverse association observed among male participants [77]. This may reflect different patterns of gaming engagement, with males being more likely to engage in extended gaming sessions. Moreover, gaming motivation may influence the relationship between gaming and physical activity as in achievement-oriented gamers show stronger negative associations than socially motivated gamers [78]. This may be potentially due to more intensive and prolonged gaming sessions focused on progression and completion rather than social interaction [11]. While exergames offer promising opportunities to increase physical movement, their effectiveness as sustained physical activity interventions remains uncertain. Behavioural economics suggests that intrinsic motivation and long-term adherence are critical determinants of success, yet many active gaming interventions rely heavily on novelty rather than habit formation [79]. Furthermore, active gaming may coexist with, rather than replace, sedentary gaming, resulting in limited net gains in daily energy expenditure [35]. Public health strategies should therefore view exergames as a complementary tool rather than a standalone solution, potentially integrating them within broader behavioural interventions that address motivation and environmental support for physical activity.
Emerging evidence on augmented reality (AR) gaming offers an additional avenue for physical activity promotion [80]. Studies examining Pokémon GO, the most widely studied AR game to date, have reported short-term increases in daily step counts and light-to-moderate intensity physical activity among players compared to non-players [14,81]. However, these benefits appear to be largely transient, with engagement and physical activity gains diminishing substantially within weeks to months of initial uptake, consistent with novelty-driven motivation patterns observed in other exergame research [81]. AR gaming also differs fundamentally from traditional exergames as physical activity may be incidental to gameplay rather than a designed outcome, which may limit its public health utility as a deliberate intervention tool [15,82]. However, AR gaming may represent a low-barrier entry point for physical activity among individuals who would not otherwise engage in structured exercise, and its integration into broader lifestyle interventions warrants further investigation.

3.3. Video Gaming and Sleep Quality

The growing prevalence of video gaming as a pre-sleep activity has raised concerns regarding its impact on sleep quality. Sleep quality, which could be defined as satisfaction with sleep onset, duration, efficiency, and wakefulness [83], is particularly crucial for physical and brain health across the life course. Multiple physiological and psychological mechanisms may link gaming to sleep disruption. First, the blue light emitted from screens has been shown to suppress melatonin production and disrupt circadian rhythms [84]. This effect appears particularly pronounced for devices held closer to the face, such as handheld gaming systems and mobile phones [85]. Second, the cognitive and emotional arousal induced by gaming may interfere with the normal deactivation phase necessary for sleep onset [86].
Observational studies have consistently demonstrated associations between gaming and compromised sleep outcomes. For example, a cross-sectional study of 844 young adults found that gaming frequency significantly predicted later bedtimes, impaired sleep onset and duration, and increased daytime fatigue [34]. Similarly, university students engaging in gaming for more than 3 h daily demonstrated significantly poorer sleep quality assessed using the Pittsburgh Sleep Quality Index, with significant impairments in sleep onset latency and sleep efficiency [47,54]. A meta-analysis of 67 studies found that gaming had significant negative associations with sleep outcomes compared to other screen-based activities, such as television viewing [87]. The contrasting effects may reflect higher cognitive engagement associated with video gaming and the required alertness compared to passive media engagement [88]. The timing and context of video gaming may also impact sleep quality. Evening gaming seems to have a greater negative effect on sleep [88]. Each hour of video gaming after 8 pm was associated with a 28 min delay in sleep onset among university students, compared to evening studying or television viewing [38]. The social element of online gaming may be linked to sleep disruption, as multiplayer online games were associated with later bedtimes compared to single-player games [38]. Developmental considerations are particularly important when examining gaming-related sleep disruption. Adolescents and young adults exhibit a natural delay in circadian phase, which may be exacerbated by evening gaming and social gaming obligations that extend into late hours [88]. In contrast, older adults may experience heightened sensitivity to sleep fragmentation and autonomic arousal, potentially amplifying the adverse effects of gaming on sleep continuity [86]. These age-specific vulnerabilities suggest that uniform recommendations around gaming and sleep may be insufficient, and guidance based on life stage, gaming timing, and content is required.
The platform through which video gaming is accessed may have important implications for health outcomes, independent of gaming duration. Mobile and handheld gaming devices are held in closer proximity to the face than televisions or desktop monitors, which may amplify the suppressive effect of blue light on melatonin production and thereby increase the risk of sleep disruption [89]. Gaming in bed, a posture particularly associated with smartphone and tablet use, may further compound this risk by associating the sleep environment with arousal and cognitive stimulation, potentially disrupting conditioned sleep onset [90,91]. In contrast, console gaming on a television at a standard viewing distance may carry a somewhat lower blue light risk, though cognitive and emotional arousal effects remain [92].
Platform differences are also relevant to physical activity and eating behaviour. Mobile gaming, due to its portability, is more likely to occur during meals or in environments where snack food is readily accessible, potentially increasing the risk of distracted eating [93]. Console and PC gaming, more commonly conducted in dedicated gaming setups, may involve longer uninterrupted sessions and greater entrenchment in sedentary postures [69]. Age-related differences in platform use are also notable. Older adults and female gamers are disproportionately likely to engage via mobile devices, whereas young adult males predominantly use consoles and PCs [5,21]. These platform preferences may partly explain sex and age differences in the observed health associations, and future research should account for platform type as a meaningful moderating variable rather than treating all gaming as equivalent.

3.4. Video Gaming, Diet and Eating Behaviour

Video gaming has been suggested to disrupt eating behaviour via mechanisms of cognitive absorption and attentional allocation. Eating behaviour includes food-related practices related to food choice motivations, eating patterns, and eating-related psychosocial factors [94], which may be disrupted during video gaming. The cognitive absorption characteristic of immersive gaming can promote “mindless eating” by reducing attention allocated to food consumption [28]. For example, participants playing computer games during meals reported reduced fullness, poorer meal recall, and increased subsequent snacking compared to non-distracted eaters [95]. This attentional mechanism has been replicated across multiple studies, suggesting that frequent video game players reported significantly higher rates of distracted eating patterns, greater impairment in satiety recognition, and a higher caloric intake compared to non-gamers who engaged in television viewing and reading [50,96].
Video gaming also appears to disrupt normal eating and meal patterns. Longer gaming sessions may be associated with more frequent meal skipping and late-night eating, with participants reporting that they delay or skip meals to continue gaming sessions [40,54,97,98]. The timing of gaming-associated eating appears particularly problematic from a metabolic health perspective. Frequent video gaming later in the day may be linked to higher rates of night eating syndrome and altered glucose metabolism compared to daytime-only gamers [99]. The gaming environment is also often characterised by readily available, easily consumed snack foods and sugar-sweetened beverages [69]. In addition, the presence of food advertisements in games has been shown to significantly increase immediate snack and energy-dense foods consumption compared to games without food advertisements [31]. Multiple studies have consistently demonstrated that gamers have poor dietary patterns characterised by high sugar consumption and low fibre intake, with 84% failing to meet fruit and vegetable recommendations, largely due to the displacement of healthier foods by energy drinks and processed foods [48,51,53,55,100].
Additionally, gamers have been shown to have higher overall energy intake than non-gamers [30,32,42]. A previous study compared ad libitum food intake in male adolescents after sessions of video gaming or rest and found a significantly greater energy intake after gaming despite similar hunger ratings [30]. Irregular meal timing associated with video gaming was linked to higher overall caloric intake and lower diet quality in young adults, potentially reflecting compensatory eating following delayed or skipped meals [50]. Two randomised controlled trials from our group have examined the acute effects of video gaming on stress markers and food intake [32,42]. The first study demonstrated that violent video gaming significantly increased diastolic blood pressure (+7.5 mmHg) and reduced feelings of fullness compared to non-violent gaming or television [32]. The second study found that video gaming increased heart rate, blood pressure, and stress compared to television viewing, with violent gaming specifically leading to an additional 208 calories consumed, particularly from sweet foods and saturated fat [42]. The dietary patterns observed among gamers are also shaped by commercial and environmental influences. Energy drink marketing and in-game advertising may normalise frequent consumption of sugar-sweetened beverages and ultra-processed foods [53,101]. These exposures are particularly concerning for adolescents and young adults, given evidence linking energy drink consumption to cardiometabolic risk and sleep disruption [102]. The clustering of behaviours, such as late-night gaming, irregular meals, high sugar intake, and sleep deprivation, may act synergistically to increase long-term metabolic risk [103]. Therefore, interventions that address food availability, marketing exposure, and meal timing within gaming contexts may be more effective than those targeting individual behaviour.

3.5. Integrated Conceptual Framework and Mechanisms

The relationships between video gaming and health outcomes appear interconnected. An integrated bio-psychosocial framework may be useful to describe the pathways linking video gaming to health outcomes across multiple domains. This model is particularly useful as it captures the complex interactions between biological arousal, psychological immersion, and social/environmental factors that underlie gaming behaviour (Figure 1). Temporal displacement may occur as video gaming directly competes with time for health-promoting activities, including physical activity, meal preparation, and sleep [10]. Attentional mechanisms may also come into play when cognitive absorption during video gaming reduces internal resources available for sensing and monitoring physiological cues related to hunger, satiety, fatigue, and stress [29,104]. Physiological arousal may represent another mechanism, as gaming induces autonomic activation and stress responses that can disrupt sleep onset, alter appetite regulation, and influence stress perception [86,105]. The environmental context surrounding video gaming may create conditions conducive to sedentary behaviour and energy-dense food consumption [44]. These processes may operate bi-directionally and synergistically. For example, sleep disruption from evening gaming may impair subsequent executive function and self-regulation and reduce the capacity to make healthy dietary choices or engage in planned physical activity [86,88]. Similarly, stress relief obtained with video gaming may reinforce gaming behaviours despite awareness of its negative health impacts [106]. This model acknowledges significant individual variability based on video gaming context (casual vs. competitive), content (genre, game design features), timing (duration, time of day), and personal factors (sex, susceptibility to problematic use), and explains some of the heterogeneous findings found across studies. This conceptual framework may facilitate the development of testable hypotheses, for example, that sleep disruption may mediate the relationship between evening gaming and poorer dietary self-regulation, or that social gaming may moderate stress outcomes via enhanced perceived connectedness.

3.6. Implications and Future Directions

This review highlights several important implications for research, public health surveillance, and intervention design. Studies should prioritise longitudinal designs to disentangle directionality and identify developmental windows during which gaming may have stronger health effects. Greater attention is needed to heterogeneity in gaming exposure, including genre, social context, timing, and motivational drivers, rather than relying solely on duration-based measures. From an intervention perspective, a harm-reduction approach may be most appropriate. Rather than discouraging gaming outright, strategies could focus on optimising gaming contexts through scheduled breaks, promotion of healthier snacks, limits on late-night play, and integration of movement into gaming routines. Schools, universities, and parents may also play a role in supporting healthy gaming habits through education and environmental design. At a policy level, inclusion of gaming-specific indicators within lifestyle surveillance systems could improve monitoring of emerging health risks. Regulation of food and beverage marketing within gaming environments may also warrant consideration, particularly for younger groups.
Gaming behaviours may be screened during routine health consultations, particularly in young adults, using brief validated tools to identify individuals at risk of problematic gaming or gaming-associated lifestyle disruption. Subjects could be advised to avoid gaming in the hour before sleep, especially on mobile devices, given evidence linking evening gaming to delayed sleep onset. Scheduled breaks and structured meal times during gaming sessions are encouraged, as cognitive distraction contributes to mindless eating and increased caloric intake. Replacing energy-dense snacks and sugary beverages with healthier alternatives in the gaming environment could be recommended. A harm-reduction rather than abstinence-based approach is advised, recognising some of the psychosocial benefits of gaming. Cooperative and casual gaming may carry lower health risks than competitive or immersive long-session gaming.
A notable gap in the current evidence base is the under-representation of older adult populations. The majority of studies has focussed on younger age groups, limiting the generalisability of findings across the lifespan. This is a significant missed opportunity, as older adults may experience distinct psychosocial and physiological responses to gaming, and evidence suggests that casual and cognitive gaming may offer benefits for mental health, social connectedness, and cognitive function in this group [107,108]. Future research should prioritise longitudinal studies in older adult cohorts, examining both potential risks (e.g., sedentary behaviour, sleep fragmentation) and benefits (e.g., cognitive stimulation, reduced social isolation) of gaming in this population.

3.7. Strengths and Limitations

This narrative review provides a comprehensive synthesis across multiple health domains and develops an integrated bio-psychosocial framework explaining mechanisms linking gaming to health outcomes. Key strengths include a critical appraisal of the current evidence addressing some of the conflicting findings around links between video game playing and lifestyle, nutritional, and health outcomes, and identification of critical research gaps for future, more robust studies. However, important limitations need to be acknowledged. As a narrative, non-systematic review, our approach is limited and not representative of the wider evidence existing on this topic. The heterogeneous study designs, populations, gaming platforms, and measures across the reviewed literature limited definitive conclusions about associations and causal relationships. Additional limitations include reliance on self-reported gaming behaviours and dietary intake in many studies. In addition, rapid technological evolution means that findings may not generalise across gaming platforms or generations.
An additional limitation relates to the temporal relevance of some studies included in this review. The gaming landscape has rapidly changed in the last two decades as initial studies were characterised by predominantly console-based and early online gaming, prior to the widespread adoption of smartphones, live-service games, social gaming platforms, and esports. The food environments, gaming session lengths, social dynamics, and physiological exposures associated with contemporary gaming may differ substantially from those studied in this earlier period.

3.8. What Is Already Known on This Subject?

Previous research has established that video gaming is a prevalent leisure activity globally, with evidence suggesting associations between gaming and various health outcomes, including sleep disruption, sedentary behaviour, and altered eating patterns. Individual studies have documented specific relationships, such as the impact of gaming on physical activity levels, sleep quality, eating behaviour, and diet quality. However, the existing literature has been fragmented, focusing on isolated health domains without considering the interconnected nature of these relationships. Limited understanding existed regarding the underlying mechanisms explaining how gaming influences health behaviours, and most studies employed cross-sectional designs that precluded examination of causal pathways and temporal relationships.

3.9. What This Study Adds?

First, it provides an integrated multi-domain synthesis demonstrating that relationships between video gaming and health are closely connected, such as the clustering of evening gaming, sleep disruption, and poor dietary patterns, which may act synergistically to elevate metabolic risk. Second, the proposed biopsychosocial framework may generate testable hypotheses, including the mediating role of sleep disruption in the relationship between evening gaming and impaired dietary self-regulation. Third, the review provides a prioritised research agenda identifying critical gaps such as the need for more longitudinal studies, the under-representation of older adults, the need for platform, genre, and context-sensitive outcome measures beyond total gaming duration, and the need for intervention studies testing harm-reduction strategies within gaming environments.

4. Conclusions

Video gaming has complex health effects across the lifespan and is linked to sedentary behaviour, sleep disruption, and poor eating patterns, while also demonstrating potential health benefits. The proposed biopsychosocial model may help to explain some of these relationships and highlight significant research gaps to be addressed in future studies.

Author Contributions

All authors contributed to the study’s conception and design. The first draft of the manuscript was written by S.D. and M.S., and all authors have critically appraised and commented on previous versions of the manuscript. All authors have read and agreed to the published version of the manuscript.

Funding

The authors declare that no funds, grants, or other support were received during the preparation of this manuscript.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

No new data were created or analyzed in this study.

Acknowledgments

During the preparation of this manuscript/study, the authors used Claude, [Sonnet 4.5] for the purposes of generation of Figure 1. The authors have reviewed and edited the output and take full responsibility for the content of this publication.

Conflicts of Interest

The authors have no relevant financial or non-financial interests to disclose.

References

  1. Pelletier, M.; Krallman, A.; Adams, F.; Hancock, T. One size doesn’t fit all: A uses and gratifications analysis of social media platforms. J. Res. Interact. Mark. 2020, 14, 269–284. [Google Scholar] [CrossRef]
  2. Clement, J. Number of Gamers Worldwide from 2017 to 2024; Statista: Hamburg, Germany, 2022. [Google Scholar]
  3. Lager, K.S.; Corso, G. Game Faces: How Digital Play Affects the Psychological Landscape of Youth. Cureus 2025, 17, e77497. [Google Scholar] [CrossRef]
  4. Gopali, L.; Dhital, R.; Koirala, R.; Shrestha, T.; Bhusal, S.; Rimal, R.; Shrestha, C.; Shah, R. Effect of COVID-19 pandemic on internet gaming disorder among general population: A systematic review and meta-analysis. PLoS Glob. Public Health 2023, 3, e0001783. [Google Scholar] [CrossRef]
  5. Brand, J.E.; Jervis, J. Digital Australia 2022; IGEA: Eveleigh, Australia, 2021. [Google Scholar]
  6. Kim, D.; Nam, J.K.; Keum, C. Adolescent Internet gaming addiction and personality characteristics by game genre. PLoS ONE 2022, 17, e0263645. [Google Scholar] [CrossRef]
  7. Chesham, A.; Wyss, P.; Müri, R.M.; Mosimann, U.P.; Nef, T. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games. JMIR Serious Games 2017, 5, e8. [Google Scholar] [CrossRef]
  8. Leis, O.; Lautenbach, F. Psychological and physiological stress in non-competitive and competitive esports settings: A systematic review. Psychol. Sport Exerc. 2020, 51, 101738. [Google Scholar] [CrossRef]
  9. Wang, G.; Zhao, M.; Yang, F.; Cheng, L.J.; Lau, Y. Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression. Arch. Gerontol. Geriatr. 2021, 92, 104260. [Google Scholar] [CrossRef]
  10. Neuman, S.B. The displacement effect: Assessing the relation between television viewing and reading performance. Read. Res. Q. 1988, 23, 414–441. [Google Scholar] [CrossRef]
  11. Hartanto, A.; Lua, V.Y.Q.; Quek, F.Y.X.; Yong, J.C.; Ng, M.H.S. A critical review on the moderating role of contextual factors in the associations between video gaming and well-being. Comput. Hum. Behav. Rep. 2021, 4, 100135. [Google Scholar] [CrossRef]
  12. Klesges, R.C.; Coates, T.J.; Brown, G.; Sturgeon-Tillisch, J.; Moldenhauer-Klesges, L.M.; Holzer, B.; Woolfrey, J.; Vollmer, J. Parental influences on children’s eating behavior and relative weight. J. Appl. Behav. Anal. 1983, 16, 371–378. [Google Scholar] [CrossRef] [PubMed]
  13. Deng, N.; Soh, K.G.; Abdullah, B.B.; Tan, H.; Huang, D. Active video games for improving health-related physical fitness in older adults: A systematic review and meta-analysis. Front. Public Health 2024, 12, 1345244. [Google Scholar] [CrossRef] [PubMed]
  14. Giller, M.; Kowal, T.; Likus, W.; Brzęk, A. Pokémon GO, Went, Gone…-Physical Activity Level, Health Behaviours, and Mental Well-Being of Game Users: A Cross-Sectional Study. Healthcare 2025, 13, 2334. [Google Scholar] [CrossRef] [PubMed]
  15. Ni, M.Y.; Hui, R.W.H.; Li, T.K.; Tam, A.H.M.; Choy, L.L.Y.; Ma, K.K.W.; Cheung, F.; Leung, G.M. Augmented Reality Games as a New Class of Physical Activity Interventions? The Impact of Pokémon Go Use and Gaming Intensity on Physical Activity. Games Health J. 2019, 8, 1–6. [Google Scholar] [CrossRef]
  16. Ruggiero, T.E. Uses and Gratifications Theory in the 21st Century. Mass Commun. Soc. 2000, 3, 3–37. [Google Scholar] [CrossRef]
  17. De Schutter, B. Never too old to play: The appeal of digital games to an older audience. Games Cult. A J. Interact. Media 2011, 6, 155–170. [Google Scholar] [CrossRef]
  18. Dell’Osso, L.; Nardi, B.; Massoni, L.; Battaglini, S.; De Felice, C.; Bonelli, C.; Pini, S.; Cremone, I.M.; Carpita, B. Video Gaming in Older People: What Are the Implications for Cognitive Functions? Brain Sci. 2024, 14, 731. [Google Scholar] [CrossRef]
  19. Dong, G.; Potenza, M.N. A cognitive-behavioral model of Internet gaming disorder: Theoretical underpinnings and clinical implications. J. Psychiatr. Res. 2014, 58, 7–11. [Google Scholar] [CrossRef]
  20. Satapathy, P.; Khatib, M.N.; Balaraman, A.K.; R, R.; Kaur, M.; Srivastava, M.; Barwal, A.; Prasad, G.V.S.; Rajput, P.; Syed, R.; et al. Burden of gaming disorder among adolescents: A systemic review and meta-analysis. Public Health Pract. 2025, 9, 100565. [Google Scholar] [CrossRef]
  21. Montag, C.; Lachmann, B.; Herrlich, M.; Zweig, K. Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories. Int. J. Environ. Res. Public Health 2019, 16, 2612. [Google Scholar] [CrossRef] [PubMed]
  22. Mario, S.; Hannah, C.; Jonathan, W.C.; Jose, L. Frequent video-game playing in young males is associated with central adiposity and high-sugar, low-fibre dietary consumption. Eat. Weight Disord. 2014, 19, 515–520. [Google Scholar] [CrossRef]
  23. Ali, A.M.; Al-Amer, R.; Atout, M.; Ali, T.S.; Mansour, A.M.H.; Khatatbeh, H.; Alkhamees, A.A.; Hendawy, A.O. The Nine-Item Internet Gaming Disorder Scale (IGDS9-SF): Its Psychometric Properties among Sri Lankan Students and Measurement Invariance across Sri Lanka, Turkey, Australia, and the USA. Healthcare 2022, 10, 490. [Google Scholar] [CrossRef] [PubMed]
  24. Reinecke, L. Games and Recovery. J. Media Psychol. 2009, 21, 126–142. [Google Scholar] [CrossRef]
  25. Ballard, M.; Gray, M.; Reilly, J.; Noggle, M. Correlates of video game screen time among males: Body mass, physical activity, and other media use. Eat. Behav. 2009, 10, 161–167. [Google Scholar] [CrossRef] [PubMed]
  26. Weaver, J.B., 3rd; Mays, D.; Sargent Weaver, S.; Kannenberg, W.; Hopkins, G.L.; Eroğlu, D.; Bernhardt, J.M. Health-risk correlates of video-game playing among adults. Am. J. Prev. Med. 2009, 37, 299–305. [Google Scholar] [CrossRef] [PubMed]
  27. Weaver, E.; Gradisar, M.; Dohnt, H.; Lovato, N.; Douglas, P. The effect of presleep video-game playing on adolescent sleep. J. Clin. Sleep Med. 2010, 6, 184–189. [Google Scholar] [CrossRef]
  28. Oldham-Cooper, R.E.; Hardman, C.A.; Nicoll, C.E.; Rogers, P.J.; Brunstrom, J.M. Playing a computer game during lunch affects fullness, memory for lunch, and later snack intake. Am. J. Clin. Nutr. 2011, 93, 308–313. [Google Scholar] [CrossRef]
  29. Snodgrass, J.G.; Lacy, M.G.; Francois Dengah, H.J., 2nd; Fagan, J.; Most, D.E. Magical flight and monstrous stress: Technologies of absorption and mental wellness in Azeroth. Cult. Med. Psychiatry 2011, 35, 26–62. [Google Scholar] [CrossRef]
  30. Chaput, J.P.; Visby, T.; Nyby, S.; Klingenberg, L.; Gregersen, N.T.; Tremblay, A.; Astrup, A.; Sjodin, A. Video game playing increases food intake in adolescents: A randomized crossover study. Am. J. Clin. Nutr. 2011, 93, 1196–1203. [Google Scholar] [CrossRef]
  31. Cronin, J.; McCarthy, M. Fast food and fast games: An ethnographic exploration of food consumption complexity among the videogames subculture. Br. Food J. 2011, 113, 720–743. [Google Scholar] [CrossRef]
  32. Siervo, M.; Sabatini, S.; Fewtrell, M.S.; Wells, J.C. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: A randomized controlled trial. Eur. J. Clin. Nutr. 2013, 67, 1322–1324. [Google Scholar] [CrossRef] [PubMed]
  33. Nishiwaki, M.; Kuriyama, A.; Ikegami, Y.; Nakashima, N.; Matsumoto, N. A pilot crossover study: Effects of an intervention using an activity monitor with computerized game functions on physical activity and body composition. J. Physiol. Anthropol. 2014, 33, 35. [Google Scholar] [CrossRef] [PubMed]
  34. Exelmans, L.; Van den Bulck, J. Sleep quality is negatively related to video gaming volume in adults. J. Sleep Res. 2015, 24, 189–196. [Google Scholar] [CrossRef]
  35. Simons, M.; Chinapaw, M.J.; Brug, J.; Seidell, J.; de Vet, E. Associations between active video gaming and other energy-balance related behaviours in adolescents: A 24-hour recall diary study. Int. J. Behav. Nutr. Phys. Act. 2015, 12, 32. [Google Scholar] [CrossRef]
  36. Harbard, E.; Allen, N.B.; Trinder, J.; Bei, B. What’s Keeping Teenagers Up? Prebedtime Behaviors and Actigraphy-Assessed Sleep Over School and Vacation. J. Adolesc. Health 2016, 58, 426–432. [Google Scholar] [CrossRef] [PubMed]
  37. Howe, K.B.; Suharlim, C.; Ueda, P.; Howe, D.; Kawachi, I.; Rimm, E.B. Gotta catch’em all! Pokémon GO and physical activity among young adults: Difference in differences study. BMJ 2016, 355, i6270. [Google Scholar] [CrossRef] [PubMed]
  38. Smith, L.J.; King, D.L.; Richardson, C.; Roane, B.M.; Gradisar, M. Mechanisms influencing older adolescents’ bedtimes during videogaming: The roles of game difficulty and flow. Sleep Med. 2017, 39, 70–76. [Google Scholar] [CrossRef]
  39. Turel, O.; Romashkin, A.; Morrison, K.M. A model linking video gaming, sleep quality, sweet drinks consumption and obesity among children and youth. Clin. Obes. 2017, 7, 191–198. [Google Scholar] [CrossRef] [PubMed]
  40. Cha, E.M.; Hoelscher, D.M.; Ranjit, N.; Chen, B.; Gabriel, K.P.; Kelder, S.; Saxton, D.L. Effect of Media Use on Adolescent Body Weight. Prev. Chronic Dis. 2018, 15, E141. [Google Scholar] [CrossRef]
  41. Zurita-Ortega, F.; Chacon-Cuberos, R.; Castro-Sanchez, M.; Gutierrez-Vela, F.L.; Gonzalez-Valero, G. Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study. Int. J. Environ. Res. Public Health 2018, 15, 1329. [Google Scholar] [CrossRef]
  42. Siervo, M.; Gan, J.; Fewtrell, M.S.; Cortina-Borja, M.; Wells, J.C.K. Acute effects of video-game playing versus television viewing on stress markers and food intake in overweight and obese young men: A randomised controlled trial. Appetite 2018, 120, 100–108. [Google Scholar] [CrossRef]
  43. Altintas, E.; Karaca, Y.; Hullaert, T.; Tassi, P. Sleep quality and video game playing: Effect of intensity of video game playing and mental health. Psychiatry Res. 2019, 273, 487–492. [Google Scholar] [CrossRef] [PubMed]
  44. Puolitaival, T.; Sieppi, M.; Pyky, R.; Enwald, H.; Korpelainen, R.; Nurkkala, M. Health behaviours associated with video gaming in adolescent men: A cross-sectional population-based MOPO study. BMC Public Health 2020, 20, 415. [Google Scholar] [CrossRef]
  45. Potvin Kent, M.; Pauze, E.; Roy, E.A.; de Billy, N.; Czoli, C. Children and adolescents’ exposure to food and beverage marketing in social media apps. Pediatr. Obes. 2019, 14, e12508. [Google Scholar] [CrossRef]
  46. Koban, K.; Jonathan, B.; Julian, B.; Ohler, P. Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness. Behav. Inf. Technol. 2022, 41, 2727–2744. [Google Scholar] [CrossRef]
  47. Akcay, D.; Akcay, B.D. The effect of computer game playing habits of university students on their sleep states. Perspect. Psychiatr. Care 2020, 56, 820–826. [Google Scholar] [CrossRef] [PubMed]
  48. Rudolf, K.; Bickmann, P.; Frobose, I.; Tholl, C.; Wechsler, K.; Grieben, C. Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019. Int. J. Environ. Res. Public Health 2020, 17, 1870. [Google Scholar] [CrossRef] [PubMed]
  49. Kwok, C.; Leung, P.; Poon, K.; Fung, X. The Effects of Internet Gaming and Social Media Use On Physical Activity, Sleep, Quality of Life, and Academic Performance among University Students in Hong Kong: A Preliminary Study. Soc. Health Behav. 2021, 4, 36. [Google Scholar] [CrossRef]
  50. Vaarala, S.; Ruotsalainen, H.; Hylkilä, K.; Kääriäinen, M.; Konttila, J.; Männistö, M.; Männikkö, N. The association of problematic gaming characteristics with dietary habits among Finnish vocational school students. Sci. Rep. 2022, 12, 21381. [Google Scholar] [CrossRef]
  51. Moore, D.; Morrell, J. Do dietary patterns differ with video game usage in college men? J. Am. Coll. Health 2024, 72, 2362–2370. [Google Scholar] [CrossRef] [PubMed]
  52. Matias, C.; Cardoso, J.; Cavaca, M.; Cardoso, S.; Giro, R.; Vaz, J.; Couto, P.; Dores, A.; Ferreira, T.; Tinsley, G.; et al. Game on: A cross-sectional study on gamers’ mental health, Game patterns, physical activity, eating and sleeping habits. Comput. Hum. Behav. 2023, 148, 107901. [Google Scholar] [CrossRef]
  53. Soffner, M.; Bickmann, P.; Tholl, C.; Froböse, I. Dietary behavior of video game players and esports players in Germany: A cross-sectional study. J. Health Popul. Nutr. 2023, 42, 29. [Google Scholar] [CrossRef] [PubMed]
  54. Kaewpradup, T.; Deric, S.; Uren, H.V.; Nguyen, V.H.; Pereira, L.R.; Coorey, R.; Wells, J.C.K.; Adisakwattana, S.; Stephan, B.C.M.; Siervo, M. Video gaming linked to unhealthy diet, poor sleep quality and lower physical activity levels in Australian University students. Nutrition 2025, 144, 113051. [Google Scholar] [CrossRef]
  55. Caycho, J.M.; Lozada-Urbano, M.; Aguirre-Ipenza, R.; Contreras, P.J. Factors Influencing Eating Habits of Video Gamers and Professional eSports Gamers in Peru. Foods 2025, 14, 3597. [Google Scholar] [CrossRef]
  56. Danielsson, M.; Heimerson, I.; Lundberg, U.; Perski, A.; Stefansson, C.-G.; Åkerstedt, T. Psychosocial stress and health problems:Health in Sweden: The National Public Health Report 2012. Chapter 6. Scand. J. Public Health 2012, 40, 121–134. [Google Scholar] [CrossRef] [PubMed]
  57. Jones, C.M.; Scholes, L.; Johnson, D.; Katsikitis, M.; Carras, M.C. Gaming well: Links between videogames and flourishing mental health. Front. Psychol. 2014, 5, 260. [Google Scholar] [CrossRef] [PubMed]
  58. Wagener, G.L.; Schulz, A.; Melzer, A. A Plague(d) Tale: Are violent video games effective in reducing stress levels? Int. J. Psychophysiol. 2025, 209, 112518. [Google Scholar] [CrossRef]
  59. Dowsett, A.; Jackson, M. The effect of violence and competition within video games on aggression. Comput. Hum. Behav. 2019, 99, 22–27. [Google Scholar] [CrossRef]
  60. Kardefelt-Winther, D. The Moderating Role of Psychosocial Well-Being on the Relationship between Escapism and Excessive Online Gaming. Comput. Hum. Behav. 2014, 38, 68–74. [Google Scholar] [CrossRef]
  61. Canale, N.; Marino, C.; Griffiths, M.D.; Scacchi, L.; Monaci, M.G.; Vieno, A. The association between problematic online gaming and perceived stress: The moderating effect of psychological resilience. J. Behav. Addict. 2019, 8, 174–180. [Google Scholar] [CrossRef]
  62. Blasi, M.D.; Giardina, A.; Giordano, C.; Coco, G.L.; Tosto, C.; Billieux, J.; Schimmenti, A. Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. J. Behav. Addict. 2019, 8, 25–34. [Google Scholar] [CrossRef]
  63. Neophytou, K.; Theodorou, M.; Artemi, T.-F.; Theodorou, C.; Panayiotou, G. Gambling to escape: A systematic review of the relationship between avoidant emotion regulation/coping strategies and gambling severity. J. Contextual Behav. Sci. 2023, 27, 126–142. [Google Scholar] [CrossRef]
  64. Paulus, F.W.; Ohmann, S.; Möhler, E.; Plener, P.; Popow, C. Emotional Dysregulation in Children and Adolescents With Psychiatric Disorders. A Narrative Review. Front. Psychiatry 2021, 12, 628252. [Google Scholar] [CrossRef]
  65. Schmidt, M.E.; Vandewater, E.A. Media and attention, cognition, and school achievement. Future Child. 2008, 18, 63–85. [Google Scholar] [CrossRef]
  66. Kowert, R.; Domahidi, E.; Quandt, T. The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychol Behav. Soc. Netw. 2014, 17, 447–453. [Google Scholar] [CrossRef] [PubMed]
  67. Huard Pelletier, V.; Lessard, A.; Piché, F.; Tétreau, C.; Descarreaux, M. Video games and their associations with physical health: A scoping review. BMJ Open Sport Exerc. Med. 2020, 6, e000832. [Google Scholar] [CrossRef] [PubMed]
  68. Cureau, F.V.; Ekelund, U.; Bloch, K.V.; Schaan, B.D. Does body mass index modify the association between physical activity and screen time with cardiometabolic risk factors in adolescents? Findings from a country-wide survey. Int. J. Obes. 2017, 41, 551–559. [Google Scholar] [CrossRef]
  69. Cemelli, C.; Burris, J.; Woolf, K. Video Games Impact Lifestyle Behaviors in Adults. Top. Clin. Nutr. 2016, 31, 96–110. [Google Scholar] [CrossRef]
  70. Bull, F.C.; Al-Ansari, S.S.; Biddle, S.; Borodulin, K.; Buman, M.P.; Cardon, G.; Carty, C.; Chaput, J.P.; Chastin, S.; Chou, R.; et al. World Health Organization 2020 guidelines on physical activity and sedentary behaviour. Br. J. Sports Med. 2020, 54, 1451–1462. [Google Scholar] [CrossRef]
  71. Taylor, L.M.; Kerse, N.; Frakking, T.; Maddison, R. Active Video Games for Improving Physical Performance Measures in Older People: A Meta-analysis. J. Geriatr. Phys. Ther. 2018, 41, 108–123. [Google Scholar] [CrossRef]
  72. Barkley, J.; Penko, A. Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults. J. Exerc. Physiol. Online 2009, 12, 12–23. [Google Scholar]
  73. Hernandez-Martinez, J.; Ramos-Espinoza, F.; Muñoz-Vásquez, C.; Guzman-Muñoz, E.; Herrera-Valenzuela, T.; Branco, B.H.M.; Castillo-Cerda, M.; Valdés-Badilla, P. Effects of active exergames on physical performance in older people: An overview of systematic reviews and meta-analysis. Front. Public Health 2024, 12, 1250299. [Google Scholar] [CrossRef] [PubMed]
  74. Joronen, K.; Aikasalo, A.; Suvitie, A. Nonphysical effects of exergames on child and adolescent well-being: A comprehensive systematic review. Scand. J. Caring Sci. 2017, 31, 449–461. [Google Scholar] [CrossRef]
  75. Adam, C.; Senner, V. Which Motives are Predictors for Long-term Use of Exergames? Procedia Eng. 2016, 147, 806–811. [Google Scholar] [CrossRef]
  76. Baranowski, T.; Abdelsamad, D.; Baranowski, J.; O’Connor, T.M.; Thompson, D.; Barnett, A.; Cerin, E.; Chen, T.A. Impact of an active video game on healthy children’s physical activity. Pediatrics 2012, 129, e636-642. [Google Scholar] [CrossRef]
  77. Kenney, E.L.; Gortmaker, S.L. United States Adolescents’ Television, Computer, Videogame, Smartphone, and Tablet Use: Associations with Sugary Drinks, Sleep, Physical Activity, and Obesity. J. Pediatr. 2017, 182, 144–149. [Google Scholar] [CrossRef]
  78. Wang, H.Y.; Cheng, C. The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis. JMIR Ment. Health 2022, 9, e23700. [Google Scholar] [CrossRef]
  79. Peng, W.; Crouse, J.C.; Lin, J.H. Using active video games for physical activity promotion: A systematic review of the current state of research. Health Educ. Behav. 2013, 40, 171–192. [Google Scholar] [CrossRef]
  80. Piqueras-Sola, B.; Cortés-Martín, J.; Rodríguez-Blanque, R.; Menor-Rodríguez, M.J.; Mellado-García, E.; Merino Lobato, C.; Sánchez-García, J.C. Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health. Bioengineering 2024, 11, 622. [Google Scholar] [CrossRef] [PubMed]
  81. Lee, J.E.; Zeng, N.; Oh, Y.; Lee, D.; Gao, Z. Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review. J. Clin. Med. 2021, 10, 1860. [Google Scholar] [CrossRef]
  82. Hamari, J.; Malik, A.; Koski, J.; Johri, A. Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? Int. J. Hum.–Comput. Interact. 2019, 35, 804–819. [Google Scholar] [CrossRef]
  83. Nelson, K.L.; Davis, J.E.; Corbett, C.F. Sleep quality: An evolutionary concept analysis. Nurs. Forum 2022, 57, 144–151. [Google Scholar] [CrossRef]
  84. LeBourgeois, M.K.; Hale, L.; Chang, A.M.; Akacem, L.D.; Montgomery-Downs, H.E.; Buxton, O.M. Digital Media and Sleep in Childhood and Adolescence. Pediatrics 2017, 140, S92–S96. [Google Scholar] [CrossRef] [PubMed]
  85. Brautsch, L.A.; Lund, L.; Andersen, M.M.; Jennum, P.J.; Folker, A.P.; Andersen, S. Digital media use and sleep in late adolescence and young adulthood: A systematic review. Sleep Med. Rev. 2023, 68, 101742. [Google Scholar] [CrossRef] [PubMed]
  86. De Rosa, O.; Baker, F.C.; Barresi, G.; Conte, F.; Ficca, G.; de Zambotti, M. Video gaming and sleep in adults: A systematic review. Sleep Med. 2024, 124, 91–105. [Google Scholar] [CrossRef]
  87. Hale, L.; Guan, S. Screen time and sleep among school-aged children and adolescents: A systematic literature review. Sleep Med. Rev. 2015, 21, 50–58. [Google Scholar] [CrossRef] [PubMed]
  88. Peracchia, S.; Curcio, G. Exposure to video games: Effects on sleep and on post-sleep cognitive abilities. A sistematic review of experimental evidences. Sleep Sci. 2018, 11, 302–314. [Google Scholar] [CrossRef]
  89. Tähkämö, L.; Partonen, T.; Pesonen, A.K. Systematic review of light exposure impact on human circadian rhythm. Chronobiol. Int. 2019, 36, 151–170. [Google Scholar] [CrossRef]
  90. Tu, Z.; He, J.; Li, Y.; Wang, Z.; Wang, C.; Tian, J.; Tang, Y. Can restricting while-in-bed smartphone use improve sleep quality via decreasing pre-sleep cognitive arousal among Chinese undergraduates with problematic smartphone use? Longitudinal mediation analysis using parallel process latent growth curve modeling. Addict. Behav. 2023, 147, 107825. [Google Scholar] [CrossRef]
  91. Siebers, T.; Beyens, I.; Baumgartner, S.E.; Valkenburg, P.M. Adolescents’ Digital Nightlife: The Comparative Effects of Day- and Nighttime Smartphone Use on Sleep Quality. Commun. Res. 2024, 00936502241276793. [Google Scholar] [CrossRef]
  92. Oh, J.H.; Yoo, H.; Park, H.K.; Do, Y.R. Analysis of circadian properties and healthy levels of blue light from smartphones at night. Sci. Rep. 2015, 5, 11325. [Google Scholar] [CrossRef]
  93. Aslam, M.S. Exploring the impact of mobile device use on mealtime distractions and its consequences for metabolic health: A narrative minireview. World J. Clin. Cases 2025, 13, 99924. [Google Scholar] [CrossRef]
  94. LaCaille, R.A.; Hooker, S.A.; LaCaille, L.J. Using self-determination theory to understand eating behaviors and weight change in emerging adults. Eat. Behav. 2020, 39, 101433. [Google Scholar] [CrossRef]
  95. Liguori, C.A.; Nikolaus, C.J.; Nickols-Richardson, S.M. Cognitive Distraction at Mealtime Decreases Amount Consumed in Healthy Young Adults: A Randomized Crossover Exploratory Study. J. Nutr. 2020, 150, 1324–1329. [Google Scholar] [CrossRef]
  96. Lyons, E.J.; Tate, D.F.; Ward, D.S.; Wang, X. Energy intake and expenditure during sedentary screen time and motion-controlled video gaming. Am. J. Clin. Nutr. 2012, 96, 234–239. [Google Scholar] [CrossRef]
  97. Arslan, S.; Atan, R.M.; Sahin, N.; Ergul, Y. Evaluation of night eating syndrome and food addiction in esports players. Eur. J. Nutr. 2024, 63, 1695–1704. [Google Scholar] [CrossRef]
  98. Van den Bulck, J.; Eggermont, S. Media use as a reason for meal skipping and fast eating in secondary school children. J. Hum. Nutr. Diet. 2006, 19, 91–100. [Google Scholar] [CrossRef]
  99. Sa’ari, A.S.; Hamid, M.R.A.; Ain Azizan, N.; Ismail, N.H. Examining the evidence between screen time and night eating behaviour with dietary intake related to metabolic syndrome: A narrative review. Physiol. Behav. 2024, 280, 114562. [Google Scholar] [CrossRef] [PubMed]
  100. Siervo, M.; Montagnese, C.; Mathers, J.C.; Soroka, K.R.; Stephan, B.C.; Wells, J.C. Sugar consumption and global prevalence of obesity and hypertension: An ecological analysis. Public Health Nutr. 2014, 17, 587–596. [Google Scholar] [CrossRef]
  101. Kerr, G.; Pu, H.; Dalton, J.; Daprano, C. Gaming for fuel: A content analysis of energy drink advertising in esports. Perform. Enhanc. Health 2025, 13, 100351. [Google Scholar] [CrossRef]
  102. Medrano-Sanchez, E.J.; Gutierrez-Berrocal, C.A.; Gonzales-Aguilar, L.C.; Huaman, M.A.; Monteza, K.C.; Ayllon, M.L. Energy Drinks and Cardiovascular Health: A Critical Review of Recent Evidence. Beverages 2026, 12, 4. [Google Scholar] [CrossRef]
  103. Alosaimi, N.; Sherar, L.B.; Griffiths, P.; Pearson, N. Clustering of diet, physical activity and sedentary behaviour and related physical and mental health outcomes: A systematic review. BMC Public Health 2023, 23, 1572. [Google Scholar] [CrossRef]
  104. Swinkels, L.M.J.; Veling, H.; van Schie, H.T. Playing videogames is associated with reduced awareness of bodily sensations. Comput. Hum. Behav. 2021, 125, 106953. [Google Scholar] [CrossRef]
  105. Wang, G.Y.; Simkute, D.; Griskova-Bulanova, I. Neurobiological Link between Stress and Gaming: A Scoping Review. J. Clin. Med. 2023, 12, 3113. [Google Scholar] [CrossRef] [PubMed]
  106. King, D.L.; Delfabbro, P.H. The cognitive psychology of Internet gaming disorder. Clin. Psychol. Rev. 2014, 34, 298–308. [Google Scholar] [CrossRef] [PubMed]
  107. Nakagomi, A.; Ide, K.; Kondo, K.; Shiba, K. Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis. J. Med. Internet Res. 2025, 27, e69080. [Google Scholar] [CrossRef] [PubMed]
  108. Jung, E.; Yu, J. The Role of Digital Gaming in Addressing Loneliness Among Older Adults: A Scoping Review. Healthcare 2025, 13, 2140. [Google Scholar] [CrossRef]
Figure 1. Integrated Biopsychosocial Model linking Video Gaming to Health Outcomes. Moderating factors may shape the strength or direction of these relationships.
Figure 1. Integrated Biopsychosocial Model linking Video Gaming to Health Outcomes. Moderating factors may shape the strength or direction of these relationships.
Nutrients 18 00967 g001
Table 1. Summary of key studies investigating the association between video gaming and health outcomes across the life course.
Table 1. Summary of key studies investigating the association between video gaming and health outcomes across the life course.
StudyAge Group/
Population
DesignGaming MeasureHealth DomainKey FindingsMechanisms
Identified
Reinecke et al. (2009) [24]Adults (Mean age = 24.1 years)Cross-sectional surveyGaming frequency and recovery experiencesPsychosocial stressHigher life stress predicted greater gaming for recovery; Gaming provided psychological detachment from stressorsRecovery experiences; Psychological detachment; Relaxation
Ballard et al. (2009) [25]Young adult malesCross-sectional surveyVideo game screen timePhysical activity; BMI; Other media useFrequent gamers reported significantly less physical activity; Gaming time predicted BMI independent of other media useTime displacement; Sedentary behaviour
Weaver et al. (2009) [26]Adults; n = 562Cross-sectional surveyGaming status (player vs. non-player)BMI; Mental health; Physical healthFemale gamers reported greater depression and poorer health; Male gamers had higher BMI; Both sexes showed greater reliance on internet-based social supportSedentary behaviour; Sex-specific health risk profiles
Weaver et al. (2010) [27]Adolescent males (mean age = 16.6 years); n = 13Randomised crossover experimental study1 h pre-sleep gaming vs. DVD watchingSleep onset latency; Sleepiness; Sleep architecturePre-sleep gaming increased sleep onset latency and reduced subjective sleepiness; Sleep architecture was unaffectedCognitive arousal; Evening alertness
Oldham-Cooper et al. (2011) [28]Young adultsControlled experimental studyComputer game playing during lunch vs. focused eatingSatiety; Meal memory; Later snackingGaming during meals led to reduced fullness ratings, poorer meal recall, and increased later snackingAttentional allocation; Mindless eating; Memory encoding disruption
Snodgrass et al. (2011) [29]Adults (18–30 years)Mixed methods: Interviews + web surveyImmersive online gaming (World of Warcraft)Psychosocial stressOver 50% reported gaming improved mood and reduced stress; Deep immersion facilitated “dissociation” from stressorsEscapism; Attentional redirection; Psychological absorption
Chaput et al. (2011) [30]Adolescent males (15–19 years)Randomised crossover design1 h video game session vs. rest periodAd libitum food intake; Physiological measuresSignificantly higher caloric intake after gaming despite similar hunger ratings; Positive energy balanceStress-induced eating; Cognitive stimulation; Reward processing
Cronin & McCarthy (2011) [31]Young adults (18–30 years)Ethnographic explorationGaming identity and behaviourFood culture; Eating practicesIdentified a distinct “gaming food culture” valuing convenience, minimal preparation, and energy-dense optionsSubcultural identity; Value system around food; Social norms
Siervo et al. (2013) [32] Young men (Mean age = 23.1 years)Randomised controlled trial (three-arm)1 h of violent video game vs. non-violent video game vs. TV watchingBlood pressure; Appetite perception; Food preferencesViolent videogame playing significantly increased diastolic BP (+7.5 ± 5.8 mm Hg); Players of violent games felt less full and reported a preference for sweet foodsPhysiological stress response; Arousal-induced appetite changes; Game content-specific effects
Nishiwaki et al. (2014) [33]Young adults (mean age = 31 years); n = 2012-week randomised crossover interventionGamified activity monitor vs. standard monitorDaily steps; Physical activity; Body compositionGamified intervention produced significantly more daily steps, greater physical activity intensity, and greater body fat reduction compared to standard monitoringGamification of physical activity; Motivational engagement
Mario et al. (2014) [22]Young men (18–24 years)Cross-sectional comparisonFrequent vs. non-frequent gamingCentral adiposity; Dietary intakeFrequent gamers showed significantly higher sugar consumption, lower fibre intake, and greater central adiposityDietary displacement; Food environment; Energy-dense snacking
Exelmans & Van den Bulck (2015) [34]Population-based sample (18–94 years)Cross-sectional surveyGaming volume, timing, and contentSleep quality; ChronotypeGaming volume is significantly associated with later bedtimes, longer sleep onset latency, and greater daytime fatigueEvening arousal; Delayed sleep phase; Blue light exposure
Simons et al. (2015) [35]Adolescents (aged 12–16 years)24 h recall diary studyActive vs. non-active gaming timePhysical activity; Snack consumptionActive gaming did not displace sedentary gaming or other physical activities; active gaming time was weakly associated with increased snack consumptionLimited net energy balance benefit; Snack association
Harbard et al. (2016) [36]Young adults (18–35 years)14-day daily diary studyEvening gaming (type, duration, timing)Sleep parameters (diary and actigraphy)Each hour of gaming after 8 pm is associated with 28 min delay in sleep onset; Stronger effect than evening studyingCircadian phase delay; Evening arousal; Blue light exposure
Howe et al. (2016) [37]Young adults (aged 18–35 years); n = 1182Cohort studyPokémon GO installation and playing statusPhysical activity (daily step count)Pokémon GO was associated with a short-term increase in daily steps; however, the effect attenuated progressively and returned to pre-installation levels by six weeksAugmented reality gaming; Incidental physical activity; Novelty-driven motivation; Transient behaviour change
Smith et al. (2017) [38]Young adults (18–25 years)Cross-sectional surveyMultiplayer vs. single-player gaming preferencesSleep timing; DurationMultiplayer online games associated with later bedtimes compared to single-player gamesSocial obligation; Reduced autonomy over session duration; Gaming communities
Turel et al. (2017) [39]Children/adolescents (mean age = 13.1 years); n = 125Cross-sectional time-lagged cohortPre-bedtime gaming duration; Session durationAbdominal adiposity; Sleep quality; Sweet drink consumptionPre-bedtime gaming was associated with greater abdominal adiposity, mediated through poor sleep quality and higher sweet drink consumptionSleep disruption; Sugar-sweetened beverage consumption; Mediated pathways to obesity
Cha et al. (2018) [40]Adolescents (13–19 years)Cross-sectional surveyGaming sessions > 6 hEating behaviours; BMILong gaming sessions are associated with meal skipping, late-night eating, and increased BMITemporal displacement; Irregular eating patterns
Zurita-Ortega et al. (2018) [41]Young adults8-week interventionActive video games interventionPhysical fitness; Body compositionSignificant improvements in physical fitness measures following active gaming intervention compared to controlsPhysical exertion; Motivational engagement; Gamification of exercise
Siervo et al. (2018) [42]Young men (18–30 years)Randomised controlled crossover trial1 h standardised gaming session vs. television viewingStress biomarkers; Eating behaviourGaming produced higher cortisol and blood pressure responses than TV; Higher energy intake following gaming sessionsPhysiological arousal; Stress-induced eating; Attentional mechanisms
Altintas et al. (2019) [43]Young adults (mean age = 24.4 years); n = 217Cross-sectional surveyWeekly gaming duration; Gaming intensitySleep quality (PSQI)Nearly 40% of gamers had poor sleep quality; gaming intensity was a stronger predictor of poor sleep than durationPhysiological arousal; Cognitive alertness
Puolitaival et al. (2020) [44]Adolescent males (mean age = 17.8 years); n = 796Cross-sectional population-based surveyGaming >3 h/day vs. ≤3 h/dayPhysical activity; Dietary habits; BMIHeavy gamers had lower physical activity, lower fruit/vegetable intake, higher sweetened drink consumption, and greater sitting timeTemporal displacement; Sedentary behaviour; Dietary displacement
Potvin Kent et al. (2019) [45]Content analysis of 100 popular video gamesContent analysisN/A—examined games, not playersFood marketing84% of advertised food products failed nutritional quality standards; Energy drinks most common product categoryMarketing exposure; Brand association; Cultural influence
Koban et al. (2022) [46]Young adultsLongitudinal (semester-long)Gaming frequency, compensatory gaming motivationPsychosocial stress; Academic performanceGaming for escape during exam periods predicted poorer stress management and academic outcomesMaladaptive coping; behavioural avoidance; Reduced problem-solving
Akcay & Akcay (2020) [47]Young adultsCross-sectional surveyComputer game playing habits (frequency, duration, timing)Sleep quality (Pittsburgh Sleep Quality Index)Heavy gamers (>3 h/day) scored significantly worse on sleep quality compared to moderate/non-gamersSleep latency; Sleep efficiency; Bedtime displacement
Rudolf et al. (2020) [48]Adults (18+ years)Online survey (eSports study)Competitive vs. recreational gamingDietary intake; Physical activity84% failed to meet “five a day” fruit/vegetable recommendations; Competitive gamers showed higher energy drink consumptionPerformance enhancement seeking; Gaming culture norms
Kwok et al. (2021) [49]Young adultsCross-sectional surveyGaming frequency and durationPhysical activity; Sleep quality; Academic performanceExcessive gaming (>2 h/day) is negatively associated with exercise levels and sleep qualityTemporal displacement; Sleep disruption; Sedentary behaviour
Vaarala et al. (2022) [50]Adolescents/young adults (15–21 years)Cross-sectional surveyProblematic Gaming InventoryEating behaviours; Food attitudesProblematic gamers reported higher rates of distracted eating, convenience food preferences, and barriers to healthy eatingAttentional mechanisms; Food environment; Cooking skill barriers
Moore & Morrell (2024) [51]College men (aged 18–24 years); n = 1259Cross-sectional studyNon-, moderate, and high gaming groupsDietary patterns (3-day food records)High gamers had greater saturated fat and discretionary calorie intake and lower fruit and vegetable consumption compared to non-gamersFood accessibility; Gaming subculture; Dietary displacement
Matias et al. (2023) [52]Adults (18–35 years)Cross-sectional studyGaming patterns (frequency, duration, genre)Mental health; Physical activity; Eating habits; Sleep patternsHigh gameplay time (>20 h/week) associated with lower sleep quality and physical activity; Gaming genre influenced sleep timingDigital immersion; Variable reinforcement scheduling; Temporal displacement
Soffner et al. (2023) [53]Adults (mean age = 24.2 years); n = 817Cross-sectional surveyWeekly gaming durationDietary intake; Fluid intakeGaming time positively correlated with energy drink, soft drink, and fast food consumption; Fruit and vegetable intake was lowGaming culture norms; Convenience prioritisation
Kaewpradup et al. (2025) [54]Young adultsCross-sectional surveyGaming patterns (frequency, duration, genre)Dietary intake; Physical activity; Sleep quality;
Psychosocial Stress
High gameplay time (>10 h/week) is associated with lower sleep quality, greater BMI, and lower dietary qualityConvenience prioritisation; Temporal displacement; Sleep disruption
Caycho et al., (2025) [55]Young adultsCross-sectional surveyGaming patterns (frequency, duration)Dietary intake; Physical activity;Peer interaction within the gaming environment and the perceived influence of video games were significantly associated with poorer eating habits.Digital immersion; Temporal displacement
Giller et al. (2025) [14] Adults (mean age = 27 years); n = 243Cross-sectional surveyPokémon GO playing habits Physical activity; Mental well-being; Sleep; Social interactionPokémon GO was associated with higher physical activity and improved mood; however, a notable proportion of players reported sleep sacrifice, addictive use, and exceeding WHO screen time guidelinesAugmented reality gaming; Incidental physical activity; Addictive potential; sleep displacement
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.

Share and Cite

MDPI and ACS Style

Deric, S.; Kaewpradup, T.; Adisakwattana, S.; Stirling, E.; Stephan, B.; Nguyen, V.; Radin Pereira, L.; Uren, H.V.; Siervo, M. A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review. Nutrients 2026, 18, 967. https://doi.org/10.3390/nu18060967

AMA Style

Deric S, Kaewpradup T, Adisakwattana S, Stirling E, Stephan B, Nguyen V, Radin Pereira L, Uren HV, Siervo M. A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review. Nutrients. 2026; 18(6):967. https://doi.org/10.3390/nu18060967

Chicago/Turabian Style

Deric, Svetlana, Thanaporn Kaewpradup, Sirichai Adisakwattana, Ellise Stirling, Blossom Stephan, Van Nguyen, Leticia Radin Pereira, Hannah Velure Uren, and Mario Siervo. 2026. "A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review" Nutrients 18, no. 6: 967. https://doi.org/10.3390/nu18060967

APA Style

Deric, S., Kaewpradup, T., Adisakwattana, S., Stirling, E., Stephan, B., Nguyen, V., Radin Pereira, L., Uren, H. V., & Siervo, M. (2026). A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review. Nutrients, 18(6), 967. https://doi.org/10.3390/nu18060967

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop