Check out recently published studies on children, media, and health which explore a range of topics:

Carroll, A. E., DiMeglio, L. A. et al. (2011). Using a cell phone-based glucose monitoring system for adolescent diabetes management. Diabetes Educ, 37(1): 59-66.

  • This study was successful in demonstrating that cell phone glucose monitoring technology can be used in an adolescent population to track and assist in self-monitoring behavior. The authors speculate that explicitly attempting to change behavior, perhaps with the use of behavioral contracts, would enhance the technology's ability to improve outcomes.

Christakis, D. A., Moreno, M. M.  et al. (2011). Problematic Internet usage in US college students: A pilot study. BMC Med,  9(1): 77. FULL TEXT.  

  • The authors found that the prevalence of problematic Internet use reported in this study is lower than that which has been reported in other studies, however the at-risk population is very high and preventative measures are also recommended.

Council on Communications and Media. (2011). Children, adolescents, obesity, and the media. Pediatrics. Available Online June 27. 

  • Based on sufficient evidence, the American Academy of Pediatrics recommends a ban on junk-food or fast-food advertising in children's TV programming. Pediatricians need to ask 2 questions about media use at every well-child or well-adolescent visit: (1) How much screen time is being spent per day? and (2) Is there a TV set or Internet connection in the child's bedroom?

Guy, S., Ratzki-Leewing, A. et al. (2011). Moving beyond the stigma: Systematic review of video games and their potential to combat obesity. Int J Hypertens, vol. 2011, 13 pages. FULL TEXT

  • Results of studies concerned with children, video games, physical, and/or nutritional outcomes showed some benefit (increased physical activity and nutritional knowledge as a result of gaming) demonstrate the possibility of video games to combat childhood obesity—looking beyond the stigma attached to gaming.

Peng, W., Lin, J. H.  et al. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Cyberpsychol Behav Soc Netw. Available Online June 13. 

  • This study found that the effect sizes of playing active video games (AVGs) on heart rate, oxygen consumption, and energy expenditure were similar to traditional physical activities. AVG type and player age were significant moderators for the effects of AVGs. The finding suggests that AVGs are effective technologies that may facilitate light- to moderate-intensity physical activity promotion.

Use the free CMCH Database of Research to find other studies on children, media, and health.

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