The popularity of video gaming and eSports is increasing rapidly. However, most research focuses on the economical features and psychological consequences of gaming and only little is known about the health behavior of the players. Therefore, this study is a follow-up of the eSports Study 2019 and further investigates the health and health behavior of video game and eSports players in Germany. This cross-sectional study, conducted between April and September 2019, includes 1038 players (91.2% male; 23.0 ± 5.4 years; body mass index: 24.8 ± 5.0 kg/m2) who provided data regarding their health status, physical activity, sleep, media consumption, stress and wellbeing via a web-based survey. Descriptive statistics were performed on all questions. Linear regressions were used to examine the relation between media consumption, wellbeing and stress. Almost all respondents classified their health status as “good” or better (92.5%). The average sedentary and physical activity time was 7.2 ± 3.5 h/day and 8.8 ± 10.7 h/week, respectively. Respondents slept for 7.5 ± 1.3 h/night on weekdays and for 8.5 ± 1.5 h/night on weekends, but many were “sometimes” or more frequently overtired (53.1%). Daily duration of playing video games (230.4 ± 159.3 min/day) and watching livestreams and videos with (102.6 ± 101.7 min/day) and without gaming content (72.9 ± 88.5 min/day) were much higher than watching regular television (18.9 ± 49.1 min/day) or reading analog media (32.1 ± 53.5 min/day). In terms of stress and wellbeing, most players reported low stress levels (13.8 ± 5.7) and reached a moderate average score of 60.1 ± 16.4 out of 100 points in the WHO-5 Well-Being Index. Linear regressions revealed no relevant significant associations. The results indicate good subjective health and health behavior of the target group. However, the high amounts of screen-based media-consumption, as well as the moderate stress and wellbeing levels show potential for improvement. In addition, the target group consumed high amounts of digital media in reference to gaming, while traditional media consumption was distinctly low. Consequently, media campaigns that address health promotion in this target group should use the platforms of digital media instead.
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Zusammenfassung Hintergrund Das Spielen von Videospielen vor dem Schlafengehen kann einen Einfluss auf die Qualität und Quantität des Schlafs haben. Fragestellung Es gilt herauszufinden, welche Faktoren dabei beeinflusst werden und wie diese messbar gemacht werden können. Material und Methode Um eine Übersicht zu geben und Handlungsempfehlungen auszusprechen, wurden aktuelle Studien analysiert und gegenübergestellt. Ergebnisse Das Spielen von Videospielen vor dem Schlafengehen kann speziell bei Kindern und Jugendlichen zu einer erhöhten Einschlafdauer und insgesamt einer erhöhten Müdigkeit führen. Die Bildschirmhelligkeit (Exposition von blauem Licht) und die Aktivierung des Sympathikus durch das Spielen sind dabei relevante Faktoren. Vor allem actionreiche Videospiele führen zu einer größeren Aktivierung als vergleichbare ruhigere Aktivitäten. Schlussfolgerung Zusammenfassend kann gesagt werden, dass der Schlaf grundsätzlich durch das Videospielen negativ beeinflusst werden kann. Eine verlängerte Einschlafdauer und verringerte Tiefschlafphasen können als Folge vom abendlichen Videospielkonsum auftreten. Hierbei scheint die Sympathikotonie eine dominantere Rolle als die Exposition von blauem Licht zu spielen. Kinder, Jugendliche und professionelle Videospielende sind potenzielle Risikogruppen und müssen demnach über ein verantwortungsvolles Videospielverhalten aufgeklärt werden. Zur Quantifizierung der Aktivierung können verschiedene Messparameter dienen. Insbesondere die Herzratenvariabilität stellt einen praktikablen Parameter dar.
Background Video gaming and competitive gaming (esports) are gaining more and more recognition in society as well as in research. Increasingly, health-related topics are the focus of research on video game and esports players. Although video gaming is often associated with energy drinks and fast food, no studies have yet examined the players’ dietary behavior. Therefore, the aim of this cross-sectional study is to investigate the dietary behavior and additional health-related data of video game players and esports players in Germany. Methods Between July and October 2020, 817 participants (87.1% male; 24.2 ± 6.9 years), divided into video game players and esports players, were surveyed via an online questionnaire about their dietary, health, and gaming behaviors. Descriptive statistics were performed on all questions. To investigate statistically significant differences between video game players and esports players, the Mann–Whitney-U-Test and Kruskall-Wallis-Test were used. Partial Spearman correlations were used to examine possible associations between dietary behavior, health status, well-being, and video game playing time. Results Water was the primary source of fluid intake for the players (10.9 ± 7.0 l/week). The average weekly consumption of energy drinks was 0.4 ± 0.9 L. Energy drinks (rho = 0.14; p < 0.01) as well as soft drinks (rho = 0.14; p < 0.01) are positively correlated with the video game playing time. Participants ate 7.5 ± 10.4 servings of fast food per month, which has a positive association with video game playing time (rho = 0.13; p < 0.01). In contrast, vegetables (1.7 ± 1.6 servings/day) and fruits (0.9 ± 1.0 servings/day) are eaten almost daily. Conclusion In this survey, the dietary behavior of video game players and esports players is similar to that of the German general population. Nevertheless, there is a need for improvement. Especially energy drinks, which are already documented to have adverse health effects, should be limited. In addition, the consumption of fast food and meat should also be reduced, and healthier foods such as fruits and vegetables should be increased instead. Early education and support regarding the associated risks with unhealthy foods is important within the target group.
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