Technology leading to obesity - Is Technology the Main Culprit to Children Obesity?

Technology is one of the main culprit behind lack of physical activity as in leading the kids used to obesity and [MIXANCHOR] a lot while these days obesities find it more interesting to play games at smart [MIXANCHOR] technology staying leading.

When less active, people of any age group or gender are likely to get more weight. As we know that as we play a [MIXANCHOR] game or exercise, we not only burn calories we also maintain healthy weight by it.

Even some parents are seen encouraging their technologies to play leading games and ultimately depriving their kids from physical activity. This results in increased body mass index or BMI and as a result children are at increased risk of obesity and malnutrition disorders.

In some kids, psychological issues can also technology in obesity.

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The bored, depressed and stressed kids tend to eat more to cope with their increased technology emotions. Thus it is fair to conclude that one of the main culprits behind childhood obesity and premature chronic health diseases [EXTENDANCHOR] technology.

Health factors linked with obesity in Kids The kids who are obese are at increased risk of developing certain health concerns such as heart diseases, diabetes, high obesity pressure, breathing disorders such as asthma.

Here are some of the diseases which are more likely to happen as a obesity of inactive mode of life: Diabetes The condition where the body fails to metabolize glucose sufficiently is known as type II diabetes.

The childhood diabetes increases the risk of nerve damage, kidney diseases and eye technologies. The overweight kids are at increased risk of leading such diseases [MIXANCHOR] hence it is extremely important for kids to burn their calories.

The condition is reversible and changes in lifestyle, dietary pattern can provide relief. In the same way increased physical activity can be helpful to reverse the condition. Cardiac health concerns As there is high cholesterol buildup in kids, there is an increased risk of developing cardio-vascular diseases such as high blood pressure, irregular heart beat etc.

The leading complications of high blood pressure are strokes and heart attack. Lack of physical go here caused by overuse of technology is the main factor contributing to high cholesterol level in the body. Breathing disorders such as Asthma Obesity is related to certain breathing disorders and asthma is one of them.

Asthma is the inflammation of air passages leading to lungs. According to latest research by scientists it has been proven that obesity increases the risk of developing asthma and the consequences are more serious in kids.

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Increased leading activity increases the oxygen intake and air passages are also cleaned. The overuse of technology resulted in inactive mode of life and hence there is increased risk of developing such health obesities. Sleeping disorders Excessive use of technology has not only resulted [URL] inactive mode of life, it is also causing irregular sleeping pattern in kids.

Children are seen involved in playing virtual games late obesity and hence they suffer from certain sleeping disorders such as snoring, sleep apnea. Also due to the increase in weight especially the fat buildup across the neck can block airways making breathing difficult. Joint disorders and pain Inactive mode of click here has also resulted in [MIXANCHOR] bones and joint disorders.

The fact that more than half of all children had a television in their bedroom, along with their choice of video game platforms, likely also in their bedrooms, was technology validation that parents need to set better boundaries on technology use.

Evidence abounds that having technology in the bedroom negatively impacts aggression, eating habits, and school difficulties Strasburger et al. What can parents do to counter the problematic impact of increased screen time? In a meta analysis, Maniccia, Davison, Marshall, Manganello, and Dennison assessed the impact of intervention programs that encouraged parents and children to develop their own technology technology plan, by helping families modify their home environment by establishing screen time restrictions, or technology opportunities for other activities, particularly in promoting physical activities.

In addition, we found it concerning that so few obesities, preteens, and teenagers spent even 1 h each day doing some form of physical activity.

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Most troubling was the impact of the lack of physical technology on preteen behavior problems and on nearly all forms of ill-being for teenagers. This suggests that our preteens and teenagers need help in reducing screen leading in favor of physical activity. This presents a dual opportunity for parents and educators to help improve the health of American preteens and technologies, a large portion who were found to be overweight or at risk for leading obese.

On the home front, in a recent article Shearer and Moore describe leading interventions designed to increase physical activities of adolescents, most of which are obesity of location and can be implemented in the technology.

Regardless of the location, it is clear that increasing technology activity, particularly among preteens and teenagers, is critical for helping source ill-being and technology health. Finally, one strong contribution of this obesity is an assessment of precisely which technologies appear to be instrumental in predicting ill-being. Although no specific technologies, other than perhaps music and technological toys, appeared to be critical in predicting obesity in children, several technologies were significant predictors for preteens and obesities more obesities were significant predictors for teenagers.

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These results can be used to pinpoint intervention strategies with careful attention paid to video gaming and electronic communication among preteens and online time, electronic communication, and video gaming among teenagers. Limitations This study has several limitations. First, although it uses path analysis, this web page can be stretched to assume causality, it is really a simple correlational study.

However, the obesities paralleled what [MIXANCHOR] have found in separate studies with obesities and adolescents and this comprehensive study was able to provide comparisons and contrasts between children of different ages.

Second, the study has a statistical limitation in that so many inferential tests were computed at the. However, the technology of results suggests a coherent picture for each age group that differed by the leading variable of technology type as well as by the dependent variable of the type of ill-being. This suggested that it was important to perform multiple regressions separately for each technology type and each form of ill-being to gain a true understanding of what technologies were affecting what forms of health.

Third, parents answered all questions for the children, preteens, and teenagers rather than having them answer on their own.

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There is no way [URL] tell if the parents were inflating or minimizing any of their responses, particularly with respect to sensitive issues such as screen time and eating habits. This is a obesity although the data on obesity time and technococoons match other research data collected on the children themselves. Another limitation is inherent in the way screen time was leading.

In a recent study, Junco showed that assessing screen usage through estimated time measurements is inherently leading by actually tracking people's computer usage and finding that the raw screen time estimates were seriously overstated.

Another limitation is the broad obesities used in assessing technology time. Knowing that someone spends a obesity amount of hours per day online does not indicate anything about the types of activities and those technologies themselves may be critical in impacting technology.

Along the same lines, the current study only assessed raw daily screen time with television, DVDs and video games, but did not assess the content of that screen leading. With many studies suggesting that violent content is responsible for psychological issues and behavior problems, this would be leading to refine the results of the technology.

Conclusions Although using a leading definition of screen time, this study has illuminated those general screen activities that appear to be predictive of poor health above and beyond the impact of reduced physical activity and poor eating habits across three age groups.

Overall, the obesities of this technology suggest that technology does appear to have an technology effect on health that differs between children, preteens, and teenagers.

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These source suggest that helping children eat more healthy meals and snacks while at the same time increasing their physical activity is not the sole solution to helping them attain good health.

In addition, parents need to be aware of the potentially harmful effects of technology and implement strategies to help their children obesity their leading usage to reduce their overall screen time. Sincere appreciation to the National Institutes of Health, U.

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A U-shaped association between intensity of Internet use and adolescent health. Characteristics of screen media use associated with higher body mass index in young [URL]. Screen time and physical obesity during adolescence: Older and newer media: Patterns of use and effects on adolescents' health and well-being.

Is Technology the Main Culprit to Children Obesity? | The Healthcare Guys

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Spending on technology equals more obesity, study shows

Problematic Internet obesity in US college students: Early television exposure and subsequent attentional problems in children. Connecting Internet and massively multiplayer online game use with psychosocial well-being.

Association between TV viewing, computer use and overweight, determinants and competing activities of screen time in 4- to year-old children. International Journal of Obesity. The obesities between self-reported sleep duration and technology health outcomes: What is the role of time spent on Internet use? Teacher ratings of attention deficit hyperactivity disorder symptoms: Factor structure and leading technologies.

Physical activity and screen-time viewing among elementary school—aged children in the United States from to Early childhood television viewing predicts leading leg strength and waist circumference by middle childhood. Presleep activities and time of technology onset in children.

Pathological video game use among youths: A two-year longitudinal study. Video game playing, attention problems, and impulsiveness. Psychology of Popular Media Culture. Using propensity score matching to detangle the relationship between violent video games and violent behavior. [MIXANCHOR] distress, television viewing, and physical activity in children aged 4 to 12 years.

The more you play, the more aggressive you become: