Undergraduates at some universities in England show very high levels of alcohol-related risk and harm. University authorities should estimate the level of hazardous drinking and alcohol use disorders among students at their institutions and take action to reduce risk and harm accordingly. Research is needed using nationally representative samples to estimate the prevalence of alcohol risk and harm in the UK student population and to determine the future course of drinking problems among students currently affected.
Aims:The primary aim is to compare members of UK university sport groups with students not engaged in UK university sport in terms of alcohol consumption and risk for alcohol-related harm. A secondary aim is to compare alcohol consumption levels and alcohol-related problems in UK university athletes in different sports and at different competitive levels. Method:A cross-sectional survey using the Alcohol Use Disorders Identification Test (AUDIT) and a demographic questionnaire was carried out with a purposive sample of 770 undergraduates (298 male, 471 female) from seven UK universities.Results: University sport members (n = 181) had a median AUDIT score of 11.5 (interquartile range = 8) compared to students not engaged in university sport (n = 588) median AUDIT score of 8 (interquartile range = 11). The difference between medians was highly significant (p < 0.01). There was a significant difference between the median scores of members of team (n = 103 median = 13, IQR = 8) and individual sports (median = 8, IQR = 11), with team sports members scoring higher on the AUDIT (p < 0.01). There were no significant differences on median AUDIT scores between athletes competing at different levels.Conclusions: Levels of alcohol-related risk and harm are high in members of UK university sport groups. . University sports members particularly team sports may be an 'at risk group' for alcohol-related problems and require targeted interventions. Further research is warranted comparing these student groups , and the relationship between sport type, participation level and alcohol consumption.
The present study examined the acute effects of active gaming on energy intake (EI) and appetite responses in 8-11-year-old boys in a schoolbased setting. Using a randomised cross-over design, twenty-one boys completed four individual 90-min gaming bouts, each separated by 1 week. The gaming bouts were (1) seated gaming, no food or drink; (2) active gaming, no food or drink; (3) seated gaming with food and drink offered ad libitum; and (4) active gaming with food and drink offered ad libitum. In the two gaming bouts during which foods and drinks were offered, EI was measured. Appetite sensations -hunger, prospective food consumption and fullness -were recorded using visual analogue scales during all gaming bouts at 30-min intervals and at two 15-min intervals post gaming. In the two bouts with food and drink, no significant differences were found in acute EI (MJ) (P = 0·238). Significant differences were detected in appetite sensations for hunger, prospective food consumption and fullness between the four gaming bouts at various time points. The relative EI calculated for the two gaming bouts with food and drink (active gaming 1·42 (SEM 0·28) MJ; seated gaming 2·12 (SEM 0·25) MJ) was not statistically different. Acute EI in response to active gaming was no different from seated gaming, and appetite sensations were influenced by whether food was made available during the 90-min gaming bouts.Key words: Children: Active gaming: Energy intake: Physical activity: Appetite By the age of 10-11 years, one in three English children are now classified as being either overweight or obese (1) . In England, only 21 % of boys and 16 % of girls aged between 5 and 15 years achieve physical activity (PA) guidelines, and time spent being sedentary appears to be increasing (2)
ObjectiveIn the laboratory, active gaming has been shown to increase physical activity levels in children compared with seated media activities. The information is sparse however, about children's real-life active gaming practices and the laboratory protocols utilised thus far might not be representative. The purpose of the present study was to establish the sociodemographic characteristics, real life active gaming practices and reasons for game-play, to later inform intervention studies. Materials and MethodsAn 'Active Gaming Questionnaire' was purposely developed and distributed to 44, 7-to-11-year-old children and their parents. Forty questionnaires were completed and returned. ResultsAnalysis found 95% of the children had access to active gaming consoles 'at home'. The favourite console was Nintendo Wii™ and favourite game Nintendo Wii™ Sports. The majority of children frequently played active games against other people. The average reported game-play time was 81 minutes on 1-to-2 days per week, usually on a Saturday.More than half of the children (52.5%) consumed foods and/or drinks during play which was significantly associated (p=0.000) with an extended average game-play time (81 minutes).The majority of participants (65%) considered active gaming to be an alternative form of exercise and main reasons for active video game-play included for entertainment, health benefits and the environment.
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