The Childhood Obesity Epidemic
The Childhood Obesity Epidemic
Children and teens in America are being diagnosed with illnesses and diseases suffered formerly by only middle-aged or older people. Heart disease, type 2 diabetes, joint pain and breakdown, gallstones and even headaches resulting from brain damage are becoming more prevalent in children and teenagers. High cholesterol and high blood pressure are common risk factors for heart disease that many children are currently experiencing. Many young people are suffering from these problems because they are overweight.
By 2004, 32% of all children were overweight, 18% of teens were obese, with similar statistics of obesity in the age group 2-5 years, and 6-11 years. Overweight is defined by fat accounting for one fourth of a person’s total body weight. Obese is defined by fat accounting for 30% or greater of a person’s total body weight. Both conditions, overweight and obesity, usually result from not enough physical activity and too much food intake. For the majority of children and teens, these problems can be fixed by consuming a healthy (low-calorie) diet and by engaging in regular intense physical activity.
Studies show that the majority of children and teens who are overweight or obese will become overweight or obese adults; and that the more overweight a child is, the less likely they are to become a normal weight adult. What has happened in the last 30 years to American children to cause this epidemic? Studies show that the factors associated with being overweight include spending a lot of time watching TV, playing video games, spending time indoors, increased consumption of high calorie foods and beverages, lack of participation in physical education, lack of knowledge or interest in exercise and diet planning, and low socioeconomic status. Predictors of exercise participation include how much time is spent with family, the importance parents place on fitness, and other social factors such as whether a child’s friends participate in exercise and healthy behaviors. In today’s society, parents work long hours and have other time consuming obligations that take away from family leisure time and recreational activities.
Many children and teens spend a lot of time playing video games. While in the past these games were not very physically demanding, certain newer gaming systems such as Dance Dance Revolution (DDR), Wii sports, Wii fit, and a few others can encourage physical activity. I have heard arguments against using these gaming systems as a source for physical activity that claim they do not elicit as vigorous responses as traditional sports or exercise. To test this claim, I measured my heart rate while playing a round of DDR and Wii boxing. With the DDR, my measured heart rate was between 130 and 140 beats per minute at a beginner’s level. After about 30 minutes of the DDR, I was perspiring and needed a small rest. A more advanced player would have achieved an even higher heart rate and felt more physically exerted. Perhaps my most exciting response was to Wii boxing, where my heart rate went as high as 180 beats per minute and my average heart rate during the boxing session was between 160 and 170 beats per minute. After a 20 minute Wii boxing session I was drenched in sweat and I experienced muscle soreness for two days.
I believe that since these active video games are fun for children and teens, they should be encouraged to use them, especially if they are resistant to more traditional forms of exercise. Also, since playing the other Wii sports such as tennis, bowling and baseball, I have become inspired to play the real versions of these sports and other people report similar feelings. Since video games are providing new opportunities for fitness, they should be incorporated and encouraged more often in schools and within families.

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Harumi Gondo said (about 1 year ago)
you may want to break up your paragraphs into shorter, more easy-to-read chunks
Gary Kreps said (about 1 year ago)
Fascinating article Michele!