A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review
Abstract
1. Introduction
2. Materials and Methods
3. Results
3.1. Video Gaming and Psychosocial Stress
3.2. Video Gaming and Physical Activity
3.3. Video Gaming and Sleep Quality
3.4. Video Gaming, Diet and Eating Behaviour
3.5. Integrated Conceptual Framework and Mechanisms
3.6. Implications and Future Directions
3.7. Strengths and Limitations
3.8. What Is Already Known on This Subject?
3.9. What This Study Adds?
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Study | Age Group/ Population | Design | Gaming Measure | Health Domain | Key Findings | Mechanisms Identified |
|---|---|---|---|---|---|---|
| Reinecke et al. (2009) [24] | Adults (Mean age = 24.1 years) | Cross-sectional survey | Gaming frequency and recovery experiences | Psychosocial stress | Higher life stress predicted greater gaming for recovery; Gaming provided psychological detachment from stressors | Recovery experiences; Psychological detachment; Relaxation |
| Ballard et al. (2009) [25] | Young adult males | Cross-sectional survey | Video game screen time | Physical activity; BMI; Other media use | Frequent gamers reported significantly less physical activity; Gaming time predicted BMI independent of other media use | Time displacement; Sedentary behaviour |
| Weaver et al. (2009) [26] | Adults; n = 562 | Cross-sectional survey | Gaming status (player vs. non-player) | BMI; Mental health; Physical health | Female gamers reported greater depression and poorer health; Male gamers had higher BMI; Both sexes showed greater reliance on internet-based social support | Sedentary behaviour; Sex-specific health risk profiles |
| Weaver et al. (2010) [27] | Adolescent males (mean age = 16.6 years); n = 13 | Randomised crossover experimental study | 1 h pre-sleep gaming vs. DVD watching | Sleep onset latency; Sleepiness; Sleep architecture | Pre-sleep gaming increased sleep onset latency and reduced subjective sleepiness; Sleep architecture was unaffected | Cognitive arousal; Evening alertness |
| Oldham-Cooper et al. (2011) [28] | Young adults | Controlled experimental study | Computer game playing during lunch vs. focused eating | Satiety; Meal memory; Later snacking | Gaming during meals led to reduced fullness ratings, poorer meal recall, and increased later snacking | Attentional allocation; Mindless eating; Memory encoding disruption |
| Snodgrass et al. (2011) [29] | Adults (18–30 years) | Mixed methods: Interviews + web survey | Immersive online gaming (World of Warcraft) | Psychosocial stress | Over 50% reported gaming improved mood and reduced stress; Deep immersion facilitated “dissociation” from stressors | Escapism; Attentional redirection; Psychological absorption |
| Chaput et al. (2011) [30] | Adolescent males (15–19 years) | Randomised crossover design | 1 h video game session vs. rest period | Ad libitum food intake; Physiological measures | Significantly higher caloric intake after gaming despite similar hunger ratings; Positive energy balance | Stress-induced eating; Cognitive stimulation; Reward processing |
| Cronin & McCarthy (2011) [31] | Young adults (18–30 years) | Ethnographic exploration | Gaming identity and behaviour | Food culture; Eating practices | Identified a distinct “gaming food culture” valuing convenience, minimal preparation, and energy-dense options | Subcultural 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 watching | Blood pressure; Appetite perception; Food preferences | Violent 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 foods | Physiological stress response; Arousal-induced appetite changes; Game content-specific effects |
| Nishiwaki et al. (2014) [33] | Young adults (mean age = 31 years); n = 20 | 12-week randomised crossover intervention | Gamified activity monitor vs. standard monitor | Daily steps; Physical activity; Body composition | Gamified intervention produced significantly more daily steps, greater physical activity intensity, and greater body fat reduction compared to standard monitoring | Gamification of physical activity; Motivational engagement |
| Mario et al. (2014) [22] | Young men (18–24 years) | Cross-sectional comparison | Frequent vs. non-frequent gaming | Central adiposity; Dietary intake | Frequent gamers showed significantly higher sugar consumption, lower fibre intake, and greater central adiposity | Dietary displacement; Food environment; Energy-dense snacking |
| Exelmans & Van den Bulck (2015) [34] | Population-based sample (18–94 years) | Cross-sectional survey | Gaming volume, timing, and content | Sleep quality; Chronotype | Gaming volume is significantly associated with later bedtimes, longer sleep onset latency, and greater daytime fatigue | Evening arousal; Delayed sleep phase; Blue light exposure |
| Simons et al. (2015) [35] | Adolescents (aged 12–16 years) | 24 h recall diary study | Active vs. non-active gaming time | Physical activity; Snack consumption | Active gaming did not displace sedentary gaming or other physical activities; active gaming time was weakly associated with increased snack consumption | Limited net energy balance benefit; Snack association |
| Harbard et al. (2016) [36] | Young adults (18–35 years) | 14-day daily diary study | Evening 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 studying | Circadian phase delay; Evening arousal; Blue light exposure |
| Howe et al. (2016) [37] | Young adults (aged 18–35 years); n = 1182 | Cohort study | Pokémon GO installation and playing status | Physical 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 weeks | Augmented reality gaming; Incidental physical activity; Novelty-driven motivation; Transient behaviour change |
| Smith et al. (2017) [38] | Young adults (18–25 years) | Cross-sectional survey | Multiplayer vs. single-player gaming preferences | Sleep timing; Duration | Multiplayer online games associated with later bedtimes compared to single-player games | Social obligation; Reduced autonomy over session duration; Gaming communities |
| Turel et al. (2017) [39] | Children/adolescents (mean age = 13.1 years); n = 125 | Cross-sectional time-lagged cohort | Pre-bedtime gaming duration; Session duration | Abdominal adiposity; Sleep quality; Sweet drink consumption | Pre-bedtime gaming was associated with greater abdominal adiposity, mediated through poor sleep quality and higher sweet drink consumption | Sleep disruption; Sugar-sweetened beverage consumption; Mediated pathways to obesity |
| Cha et al. (2018) [40] | Adolescents (13–19 years) | Cross-sectional survey | Gaming sessions > 6 h | Eating behaviours; BMI | Long gaming sessions are associated with meal skipping, late-night eating, and increased BMI | Temporal displacement; Irregular eating patterns |
| Zurita-Ortega et al. (2018) [41] | Young adults | 8-week intervention | Active video games intervention | Physical fitness; Body composition | Significant improvements in physical fitness measures following active gaming intervention compared to controls | Physical exertion; Motivational engagement; Gamification of exercise |
| Siervo et al. (2018) [42] | Young men (18–30 years) | Randomised controlled crossover trial | 1 h standardised gaming session vs. television viewing | Stress biomarkers; Eating behaviour | Gaming produced higher cortisol and blood pressure responses than TV; Higher energy intake following gaming sessions | Physiological arousal; Stress-induced eating; Attentional mechanisms |
| Altintas et al. (2019) [43] | Young adults (mean age = 24.4 years); n = 217 | Cross-sectional survey | Weekly gaming duration; Gaming intensity | Sleep quality (PSQI) | Nearly 40% of gamers had poor sleep quality; gaming intensity was a stronger predictor of poor sleep than duration | Physiological arousal; Cognitive alertness |
| Puolitaival et al. (2020) [44] | Adolescent males (mean age = 17.8 years); n = 796 | Cross-sectional population-based survey | Gaming >3 h/day vs. ≤3 h/day | Physical activity; Dietary habits; BMI | Heavy gamers had lower physical activity, lower fruit/vegetable intake, higher sweetened drink consumption, and greater sitting time | Temporal displacement; Sedentary behaviour; Dietary displacement |
| Potvin Kent et al. (2019) [45] | Content analysis of 100 popular video games | Content analysis | N/A—examined games, not players | Food marketing | 84% of advertised food products failed nutritional quality standards; Energy drinks most common product category | Marketing exposure; Brand association; Cultural influence |
| Koban et al. (2022) [46] | Young adults | Longitudinal (semester-long) | Gaming frequency, compensatory gaming motivation | Psychosocial stress; Academic performance | Gaming for escape during exam periods predicted poorer stress management and academic outcomes | Maladaptive coping; behavioural avoidance; Reduced problem-solving |
| Akcay & Akcay (2020) [47] | Young adults | Cross-sectional survey | Computer 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-gamers | Sleep latency; Sleep efficiency; Bedtime displacement |
| Rudolf et al. (2020) [48] | Adults (18+ years) | Online survey (eSports study) | Competitive vs. recreational gaming | Dietary intake; Physical activity | 84% failed to meet “five a day” fruit/vegetable recommendations; Competitive gamers showed higher energy drink consumption | Performance enhancement seeking; Gaming culture norms |
| Kwok et al. (2021) [49] | Young adults | Cross-sectional survey | Gaming frequency and duration | Physical activity; Sleep quality; Academic performance | Excessive gaming (>2 h/day) is negatively associated with exercise levels and sleep quality | Temporal displacement; Sleep disruption; Sedentary behaviour |
| Vaarala et al. (2022) [50] | Adolescents/young adults (15–21 years) | Cross-sectional survey | Problematic Gaming Inventory | Eating behaviours; Food attitudes | Problematic gamers reported higher rates of distracted eating, convenience food preferences, and barriers to healthy eating | Attentional mechanisms; Food environment; Cooking skill barriers |
| Moore & Morrell (2024) [51] | College men (aged 18–24 years); n = 1259 | Cross-sectional study | Non-, moderate, and high gaming groups | Dietary patterns (3-day food records) | High gamers had greater saturated fat and discretionary calorie intake and lower fruit and vegetable consumption compared to non-gamers | Food accessibility; Gaming subculture; Dietary displacement |
| Matias et al. (2023) [52] | Adults (18–35 years) | Cross-sectional study | Gaming patterns (frequency, duration, genre) | Mental health; Physical activity; Eating habits; Sleep patterns | High gameplay time (>20 h/week) associated with lower sleep quality and physical activity; Gaming genre influenced sleep timing | Digital immersion; Variable reinforcement scheduling; Temporal displacement |
| Soffner et al. (2023) [53] | Adults (mean age = 24.2 years); n = 817 | Cross-sectional survey | Weekly gaming duration | Dietary intake; Fluid intake | Gaming time positively correlated with energy drink, soft drink, and fast food consumption; Fruit and vegetable intake was low | Gaming culture norms; Convenience prioritisation |
| Kaewpradup et al. (2025) [54] | Young adults | Cross-sectional survey | Gaming 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 quality | Convenience prioritisation; Temporal displacement; Sleep disruption |
| Caycho et al., (2025) [55] | Young adults | Cross-sectional survey | Gaming 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 = 243 | Cross-sectional survey | Pokémon GO playing habits | Physical activity; Mental well-being; Sleep; Social interaction | Pokémon 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 guidelines | Augmented reality gaming; Incidental physical activity; Addictive potential; sleep displacement |
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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
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 StyleDeric, 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 StyleDeric, 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

