Study Links Heavy Gaming to Higher Body Weight and Poor Diet in University Students

Study Links Heavy Gaming to Higher Body Weight and Poor Diet in University Students

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In A Nutshell

  • Students gaming more than 10 hours weekly had obesity rates more than three times higher than those gaming under 5 hours, with median BMI of 26.3 kg/m² versus 22.2 kg/m² respectively.
  • Each additional hour of weekly gaming was associated with measurable decreases in diet quality, even after controlling for lifestyle factors, though the statistical model explained only 29% of diet quality variation.
  • High-frequency gamers scored worse on sleep assessments (7.0 versus 6.0) and consumed energy drinks more frequently, with both groups scoring above the threshold indicating poor sleep quality.
  • The 10-hour pattern reflects the study’s sample grouping rather than a validated health guideline, and the cross-sectional design cannot determine whether gaming influences health or vice versa.

Video games have been blamed for plenty of problems among adolescents and young adults over the years, but research suggests moderation may be the key to healthy gaming. University students who gamed more than 10 hours weekly showed notably worse health outcomes compared to their peers who kept gaming under 5 hours, according to research from Curtin University.

Researchers examined 317 undergraduate students and found consistent differences across multiple health measures. Students in the high-frequency gaming group carried significantly more body weight, had worse dietary habits, and reported poorer sleep quality compared to those who limited their screen time.

The study, published in Nutrition, divided participants into three groups based on weekly gaming habits: low users at 0-5 hours, moderate users at 6-10 hours, and high users exceeding 10 hours. The high-frequency group showed the poorest health profiles across multiple measures.

Weight and Diet Differences Across Gaming Groups

Students gaming more than 10 hours weekly had a median body mass index of 26.3 kg/m², placing them in the overweight category. Their peers who gamed 5 hours or less averaged 22.2 kg/m², squarely in the normal weight range.

Obesity prevalence was more than three times higher in the high-frequency gaming group. Among these students, 38% were overweight and 24% were obese, compared to 21.1% overweight and 4.9% obese in the low-frequency gaming group.

Diet quality scores showed similar patterns. High-frequency gamers scored a median of 45.0 points out of 130 possible on dietary assessments, compared to 50.0 for minimal gamers. The tool measured adherence to Australian nutritional guidelines, evaluating choices like whole grain bread and fish consumption, plus quantity factors including fruit, vegetable, and high-fat snack intake.

Sleep quality was also worse among high-frequency gamers, who scored 7.0 compared to 6.0 for low-frequency gamers on standard sleep assessments. Both groups scored above 5, the cutoff indicating poor sleep quality. The measure looked at sleep duration, how long it takes to fall asleep, sleep efficiency, disturbances, medication use, and daytime dysfunction over the previous month.

Each additional hour of weekly gaming was associated with a 0.14-point decrease in diet quality score in regression analysis, even after researchers controlled for gender, ethnicity, smoking status, employment, medication use, alcohol consumption, BMI, physical activity, and perceived stress. The model explained about 29% of the variation in diet quality, indicating other unmeasured factors also play substantial roles.

nintendo games
Moderation appears key to healthy gaming. (Credit: rvlsoft on Shutterstock)

Possible Explanations From Prior Research

The associations between gaming frequency and health outcomes may operate through several pathways, though these mechanisms were not directly tested in this study. Previous research has suggested that extended gaming sessions may displace time that would otherwise support healthy routines like meal preparation, physical activity, and adequate sleep.

Other studies have documented that gaming environments tend to promote consumption of energy-dense convenience foods and sugar-sweetened beverages. High-frequency gamers in this study consumed energy drinks significantly more often than their low-gaming peers. Other research has suggested that food marketing in digital entertainment environments often emphasizes energy-dense products and beverages.

Research on eating behavior has shown that mental absorption during immersive activities may reduce awareness of hunger and fullness cues, potentially promoting mindless eating patterns. Other studies have found that stress responses during gaming may alter appetite regulation, though these mechanisms were not examined in the current study.

Studies on screen time and sleep have documented that blue light exposure from screens suppresses melatonin production, the hormone regulating sleep-wake cycles. The mental stimulation associated with gaming can interfere with sleep onset, particularly during evening gaming sessions. Irregular sleep schedules often accompany extended gaming periods, as players may stay up late to complete missions, participate in scheduled online events, or simply lose track of time during engaging gameplay.

Gaming Platforms and Content Preferences

Platform preferences varied dramatically across gaming frequency groups. PC gaming was far more common among high-frequency gamers, with 76% playing on computers compared to just 40.2% of low-frequency gamers. Heavy PC users logged a median of 8 hours weekly on computers alone, compared to effectively zero hours for minimal gamers.

High-frequency gamers reported higher violence levels in their preferred games, rating violence at a median of 4.0 on a 5-point scale compared to 2.0 for low-frequency gamers, though the study did not examine whether violent content directly influences health outcomes. Game type preferences correlated with different health patterns. Simulation game players showed the highest BMI at 26.1 kg/m², while sports video game players demonstrated higher physical activity levels (equivalent to about 6 hours of moderate exercise weekly) and lower perceived stress.

Students who gamed heavily had started earlier in life, typically at age 8 compared to age 9 for minimal gamers. They were also more likely to report increased gaming compared to five years prior, with 31.6% saying they game more now versus just 11.6% of low-frequency gamers reporting increased play. Childhood gaming frequency positively correlated with current gaming hours and negatively correlated with diet quality, suggesting patterns established early in life may persist into young adulthood.

Gaming Time Versus Gaming Disorder

The study measured gaming time rather than addiction severity, an important distinction. Gaming disorder represents a clinical condition characterized by impaired control, prioritization of gaming over other activities, and continuation despite negative consequences. Some individuals may game extensively without developing disorder symptoms, while others may show problematic patterns at lower time investments.

The 10-hour weekly pattern identified in this research sits well below the 30-hour weekly cutoff proposed for gaming disorder diagnosis in other research. This suggests health associations may emerge at gaming levels that fall short of clinical addiction, making the findings relevant to a broader population of recreational gamers. Research on gaming addiction (though not examined in the current study) has linked it to mental health problems including anxiety, depression, and suicidal ideation across demographic groups.

Gaming frequency showed only weak negative correlations with physical activity levels in this study. High-frequency gamers reported slightly lower total physical activity, but the relationship was modest, indicating that simple time displacement doesn’t fully explain the observed health differences.

Sports video game players demonstrated significantly higher physical activity levels and lower perceived stress scores. This finding suggests that certain gaming preferences may cluster with healthier lifestyle patterns, though the study design prevents determining whether game choice influences activity levels or active individuals prefer sports games.

Research on sedentary behavior has documented independent health effects beyond simply burning fewer calories, including alterations in glucose metabolism, lipid processing, and cardiovascular function, though these specific outcomes were not measured in this study.

High-frequency gamers were somewhat more likely to be men, though the gender difference didn’t reach statistical significance. They were more likely to be enrolled in Medicine, Allied Health, and Biology academic programs compared to low-frequency gamers, suggesting gaming habits may differ by academic discipline and institutional culture.

Someone playing video games on a PC
Gaming disorder is a clinical condition characterized by impaired control, choosing gaming over all else, and continuing to play despite negative consequences. (Photo by Florian Olivo on Unsplash)

Considerations for Campus Health Programs

The pattern observed at 10 hours weekly provides one potential reference point for health education, though this reflects how researchers divided their sample rather than an established health guideline. Students, parents, and university administrators might find it useful to consider this level when discussing gaming habits, while recognizing that individual responses vary.

Universities might consider integrating gaming-related discussions into wellness programs, focusing on the balance between gaming and other health behaviors. Interventions could address healthy gaming practices including time awareness, scheduled breaks, avoiding pre-bedtime gaming, and environmental modifications like keeping nutritious snacks available during gaming sessions.

Some universities have built elaborate esports facilities and programs. These developments create opportunities to integrate health messaging directly into gaming communities, addressing nutrition, sleep, and physical activity alongside competitive gaming skills.

The study design means the research cannot determine whether gaming causes poor health outcomes or whether students already struggling with weight, diet, and sleep turn to gaming as a coping mechanism. The relationship could operate in both directions. However, the consistent associations across multiple health measures, combined with the dose-response pattern in regression analysis, suggest gaming frequency warrants attention as one factor among many that may influence student health. The 10-hour weekly pattern identified in this Australian university sample provides one data point for ongoing conversations about gaming and young adult health.


Paper Notes

Limitations

The study’s cross-sectional design prevents establishing whether gaming causes poor health outcomes or vice versa. Self-reported measures may suffer from recall bias and social desirability effects, particularly for sensitive health behaviors like food intake and body weight. The sample was limited to Western Australian university students, which may not generalize to other populations or geographic regions. The sample may underrepresent students from technical disciplines who typically show higher gaming rates. Gaming frequency stratification used tertiles with the high-frequency group starting at 10 hours weekly, which is lower than proposed cutoffs for gaming disorder diagnosis at 30 hours weekly. The study did not assess addiction severity using validated instruments, which would have allowed examination of clinical features beyond time investment. The multivariate model accounts for only 29% of diet quality variation, showing that substantial unmeasured factors contribute to variability.

Funding and Disclosures

The study was supported by Curtin University funding provided to Mario Siervo. Thanaporn Kaewpradup and Svetlana Deric were supported by the National Research Council of Thailand (NRCT): N42A680622. Sirichai Adisakwattana reports financial support from The National Research Council of Thailand. Other authors declare no known competing financial interests or personal relationships that could have influenced the work.

Publication Details

Kaewpradup T, Deric S, Velure Uren H, Nguyen VH, Radin Pereira L, Coorey R, Wells JCK, Adisakwattana S, Stephan BCM, Siervo M. Video gaming linked to unhealthy diet, poor sleep quality and lower physical activity levels in Australian University students. Nutrition. 2026;144:113051. DOI: 10.1016/j.nut.2025.113051. Published online November 25, 2025. Affiliations include Phytochemical and Functional Food Research Unit for Clinical Nutrition, Department of Nutrition and Dietetics, Faculty of Allied Health Science, Chulalongkorn University, Bangkok, Thailand; Curtin-Chulalongkorn Collaborative Centre for Nutrition and Food Research and Education; Faculty of Health Sciences, School of Population Health, Curtin University, Perth, Western Australia; Department of Community Health Sciences, Cumming School of Medicine, University of Calgary, Canada; School of Molecular and Life Sciences, Curtin University; Population, Policy and Practice Research and Teaching Department, UCL Great Ormond Street Institute of Child Health, London, UK; Curtin Dementia Centre of Excellence, Enable Institute, Curtin University; and Curtin Medical Research Institute, Curtin University.

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