| Literature DB >> 35237752 |
Kevin Rudolf1, Markus Soffner1, Peter Bickmann1, Ingo Froböse1, Chuck Tholl1, Konstantin Wechsler1, Christopher Grieben1.
Abstract
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.Entities:
Keywords: gaming; health; media usage; physical activity; sleep
Year: 2022 PMID: 35237752 PMCID: PMC8882764 DOI: 10.3389/fspor.2022.665604
Source DB: PubMed Journal: Front Sports Act Living ISSN: 2624-9367
Figure 1Flow chart of the participation progress.
Sample characteristics.
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| Total sample | 23.0 (5.4) | 947 (91.2) | 24.8 (5.0) | 569 (54.9) | 343 (33.0) |
| Professional players ( | 20.9 (3.3) | 24 (92.3) | 23.9 (4.2) | 14 (52.9) | 3 (11.5) |
| Former professional players ( | 26.6 (4.2) | 36 (100.0) | 26.4 (5.3) | 19 (52.8) | 21 (58.3) |
| Amateurs | 22.1 (4.7) | 274 (97.2) | 25.1 (5.3) | 152 (53.9) | 79 (28.0) |
| Regular players ( | 22.9 (5.5) | 495 (90.8) | 24.7 (5.2) | 292 (53.6) | 183 (33.6) |
| Occasional players | 24.5 (5.9) | 118 (79.2) | 24.5 (4.0) | 92 (61.7) | 57 (38.3) |
| Sig. | <0.01 | <0.01 | 0.10 | 0.49 | <0.01 |
Kruskal-Wallis test.
Fisher's exact test. Superscript letters indicate statistically significant (p < 0.05) differences to other groups in the same column:
professional players;
former professional players;
amateurs;
regular players;
occasional players.
Data on players' health behavior.
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|---|---|---|---|
| Total sample | “good” | 8.8 (10.7) | 7.2 (3.5) |
| Professional players | “good” | 7.3 (7.7) | 6.2 (4.3) |
| Former professional players | “good” | 10.3 (13.2) | 7.0 (3.5) |
| Amateurs | “good” | 8.7 (9.6) | 7.3 (3.6) |
| Regular players | “good” | 9.0 (11.4) | 7.3 (3.4) |
| Occasional players | “very good” | 8.5 (9.9) | 7.0 (3.5) |
| Sig. | 0.90 | 0.83 | 0.46 |
Kruskal-Wallis Test.
.
In these three categories, 20 data sets were incomplete.
Sleep outcomes.
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| Total sample | 7.5 (1.3) | 8.5 (1.5) | 1.3 (2.2) | “rarely” | “rarely” |
| Professional players | 7.9 (1.7) | 8.4(1.4) | 1.3 (2.4) | “rarely” | “rarely” |
| Former professional players | 7.1 (1.5) | 8.0 (1.4) | 1.3 (1.6) | “rarely” | “rarely” |
| Amateurs | 7.4 (1.4) | 8.4 (1.5) | 1.4 (2.8) | “rarely” | “rarely” |
| Regular players | 7.5 (1.3) | 8.5 (1.5) | 1.2 (1.9) | “rarely” | “rarely” |
| Occasional players | 7.9 (1.1) | 8.6 (1.3) | 1.6 (2.1) | “rarely” | “sometimes” |
| Sig. | <0.01 | 0.09 | 0.02 | 0.54 | 0.54 |
Kruskal-Wallis; Superscript letters indicates statistically significant (p <0.05) differences to other groups in the same column.
former professional players;
regular players;
occasional players.
In these five categories, 70 data sets were inconsistent or incomplete.
Figure 2Average consumption of gaming related media per day. *Superscript letters indicate statistically significant (p < 0.05) differences to other groups by Kruskal-Wallis test. Pprofessional players; Fformer professional players; amateurs; Rregular players; Ooccasional players. VOD, Live-streams/videos on demand.
Figure 4Average consumption of traditional media without gaming reference per day. *Superscript letters indicate statistically significant (p < 0.05) differences to other groups by Kruskal-Wallis test. Pprofessional players; Fformer professional players; amateurs; Rregular players; Ooccasional players.
Prioritized game genres (n = 1,038).
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| Tactical shooters | 581 (56.0) |
| Multiplayer online battle arenas | 197 (19.0) |
| Sport and racing simulations | 90 (8.7) |
| Battle royales | 58 (5.6) |
| Massively multiplayer online role playing games | 28 (2.7) |
| Real time strategy games | 21 (2.0) |
| Collecting card games | 12 (1.2) |
| Mobile games | 12 (1.2) |
| Fighting games | 4 (0.4) |
| Others | 35 (3.4) |
Figure 3Average consumption of online media without gaming reference per day. *Superscript letters indicate statistically significant (p < 0.05) differences to other groups by Kruskal-Wallis test. Pprofessional players; Fformer professional players; amateurs; Rregular players; Ooccasional players. VOD, Live-streams/videos on demand.
Scores and classifications of the WHO-5 and PSS questionnaire.
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| Total sample ( | 60.1 (16.4) | 13.8 (57) |
| Professional players ( | 62.2 (16.1) | 14.0 (5.4) |
| Former professional players ( | 61.6 (19.3) | 13.3 (5.3) |
| Amateurs ( | 61.1 (15.3) | 13.0 (5.5) |
| Regular players ( | 60.1 (16.5) | 14.0 (5.6) |
| Occasional players ( | 57.9 (16.9) | 14.6 (6.3) |
| Sig. | 0.08 | 0.14 |
Kruskal-Wallis Test.
Multiple regression: media usage in relation to sleep on weekdays.
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| Playing eSport games (min/day) | −0.04 | 0.03 | −0.05 | −0.10; 0.01 | 0.14 |
| Playing other video games (min/day) | −0.109 | 0.03 | −0.09 | −0.16; −0.03 | 0.01 |
| Watching live-streams and videos (VOD) with gaming related content (min/day) | 0.03 | 0.03 | 0.03 | −0.04; 0.09 | 0.44 |
| Watching live streams and videos (VOD) without gaming-related content (min/day) | 0.09 | 0.04 | 0.08 | 0.02; 0.16 | 0.02 |
| Communicating via messenger services or voice chat (min/day) | −0.01 | 0.02 | −0.02 | −0.05; 0.03 | 0.53 |
| Using social media (min/day) | −0.06 | 0.03 | −0.08 | −0.12; < −0.01 | 0.04 |
| Browsing the web (min/day) | <0.01 | 0.03 | 0.00 | −0.06; 0.06 | 0.94 |
| Watching television (min/day) | 0.11 | 0.07 | 0.06 | −0.02; 0.25 | 0.09 |
| Listening to music/radio (min/day) | −0.03 | 0.02 | −0.05 | −0.07; 0.01 | 0.12 |
| Reading print media (min/day) | <0.01 | 0.06 | <0.01 | −0.12; 0.12 | 0.98 |
| Age (years) | −0.47 | 0.63 | −0.03 | −1,71; 0.78 | 0.46 |
| Gender (male = 1; female = 2) | −5.65 | 10.83 | −0.02 | −26.90; 15.60 | 0.60 |
| BMI (kg/m2) | −2.14 | 0.64 | −0.11 | −3.39; −0.89 | <0.01 |
Dependent variable: sleep on weekdays (min/day), n = 949; p <0.001, adjusted R.
Multiple regression: media usage in relation to the WHO-5 scores.
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| Playing eSport games (min/day) | <0.01 | 0.01 | 0.09 | <0.01; 0.02 | 0.01 |
| Playing other video games (min/day) | < -0.01 | 0.01 | −0.02 | −0.01; 0.01 | 0.64 |
| Watching live-streams and videos (VOD) with gaming related content (min/day) | < -0.01 | 0.01 | −0.02 | −0.01; 0.01 | 0.67 |
| Watching live streams and videos (VOD) without gaming-related content (min/day) | −0.01 | 0.01 | −0.04 | −0.02; <0.01 | 0.20 |
| Communicating via messenger services or voice chat (min/day) | < -0.01 | <0.01 | −0.03 | −0.01; <0.01 | 0.50 |
| Using social media (min/day) | <0.01 | 0.01 | 0.02 | −0.01; 0.01 | 0.52 |
| Browsing the web (min/day) | −0.01 | 0.01 | −0.05 | −0.02; <0.01 | 0.22 |
| Watching television (min/day) | −0.01 | 0.01 | −0.02 | −0.03; 0.02 | 0.53 |
| Listening to music/radio (min/day) | <0.01 | <0.01 | 0.03 | < -0.01; 0.01 | 0.39 |
| Reading print media (min/day) | 0.03 | 0.01 | 0.08 | 0.01; 0.05 | 0.02 |
| Age (years) | −0.02 | 0.11 | −0.01 | −0.22; 0.19 | 0.89 |
| Gender (male = 1; female = 2) | −5.12 | 1.87 | −0.09 | −8.79; −1.45 | 0.01 |
| BMI (kg/m2) | −0.27 | 0.11 | −0.08 | −0.49; −0.06 | 0.01 |
Dependent variable: WHO-5 score, n = 992; p <0.01, adjusted R.
Multiple regression: lifestyle factors in relation to the WHO-5 scores.
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| Total screentime (min/day) | 0.00 | <0.01 | −0.01 | < -0.01; <0.01 | 0.79 |
| Sleep on weekdays (hours) | 0.86 | 0.37 | 0.08 | 0.13; 1.59 | 0.02 |
| Sleep on weekends (hours) | −1.05 | 0.33 | −0.11 | −1.70; −0.41 | <0.01 |
| Sitting time (hours/day) | −0.43 | 0.15 | −0.09 | <0.01; −0.72 | <0.01 |
| Physical activity (hours/week) | 0.09 | 0.05 | 0.06 | −0.02; 0.18 | 0.10 |
| Times awake per night | −0.69 | 0.23 | −0.10 | −1.15; −0.23 | <0.01 |
| Age (years) | −0.12 | 0.10 | −0.04 | −0.32; 0.08 | 0.23 |
| Gender (male = 1; female = 2) | −5.10 | 1,78 | −0.09 | −8.59; −1.61 | <0.01 |
| BMI (kg/m2) | −0.25 | 0.11 | −0.08 | −0.47; −0.04 | 0.02 |
Dependent variable: WHO-5 score, n = 915; p <0.001, adjusted R.
Multiple regression: lifestyle factors in relation to the subjective health status.
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| Total screentime (min/day) | 0.00 | 0.00 | 1.93 | 1.00; 1.00 | 0.17 |
| Sleep on weekdays (hours) | 0.15 | 0.09 | 2.59 | 0.97; 1.39 | 0.11 |
| Sleep on weekends (hours) | −0.13 | 0.08 | 2.37 | 0.75; 1.04 | 0.12 |
| Sitting time (hours/day) | −0.09 | 0.04 | 5.83 | 0.86; 0.98 | 0.02 |
| Physical activity (hours/week) | 0.09 | 0.03 | 10.37 | 1.04; 1.16 | <0.01 |
| Times awake per night | −0.10 | 0.04 | 4.83 | 0.84; 0.99 | 0.03 |
| Age (years) | 0.5 | 0.03 | 2.70 | 0.99; 1.11 | 0.10 |
| Gender (male = 1; female = 2) | −0.61 | 0.38 | 2.51 | 0.26; 1.15 | 0.11 |
| BMI (kg/m2) | −0.11 | 0.02 | 25.08 | 0.86; 0.94 | 0.03 |
Dependent variable: dichotomized subjective health status (“good or better” = 1 vs. “bad or worse” = 0), n = 949; p <0.01, Nagelkerkes R.
Multiple regression: media usage in relation to sleep on weekends.
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| Playing eSport games (min/day) | −0.03 | 0.03 | −0.03 | −0.09; 0.03 | 0.34 |
| Playing other video games (min/day) | <0.01 | 0.04 | <0.01 | −0.07; 0.08 | 0.93 |
| Watching live-streams and videos (VOD) with gaming related content (min/day) | <0.01 | 0.04 | <0.01 | −0.07; 0.08 | 0.97 |
| Watching live streams and videos (VOD) without gaming-related content (min/day) | 0.02 | 0.04 | 0.02 | −0.06; 0.10 | 0.59 |
| Communicating via messenger services or voice chat (min/day) | −0.02 | 0.02 | −0.03 | −0.06; 0.02 | 0.38 |
| Using social media (min/day) | −0.05 | 0.03 | −0.06 | −0.11; 0.02 | 0.13 |
| Browsing the web (min/day) | −0.09 | 0.04 | −0.09 | −0.15; −0.02 | 0.01 |
| Watching television (min/day) | 0.09 | 0.07 | 0.04 | −0.06; 0.23 | 0.24 |
| Listening to music/radio (min/day) | −0.01 | 0.02 | −0.02 | −0.06; 0.04 | 0.66 |
| Reading print media (min/day) | −0.13 | 0.07 | −0.07 | −0.26; <0.01 | 0.06 |
| Age (years) | −1.74 | 0.70 | −0.09 | −3.12; −0.36 | 0.01 |
| Gender (male = 1; female = 2) | −5.80 | 12.25 | −0.02 | −29.85; 18,24 | 0.64 |
| BMI (kg/m2) | −0.04 | 0.72 | < -0.01 | −1.46; 1.37 | 0.95 |
Dependent variable: sleep on weekends (min/day), n = 962; p <0.01, adjusted R.
Multiple regression: media usage in relation to perceived stress scale score.
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| Playing eSport games (min/day) | <0.01 | <0.01 | < -0.01 | < -0.01; <0.01 | 0.90 |
| Playing other video games (min/day) | 0.01 | <0.01 | 0.13 | <0.01; 0.01 | <0.01 |
| Watching live-streams and videos (VOD) with gaming related content (min/day) | <0.01 | <0.01 | 0.03 | < -0.01; 0.01 | 0.35 |
| Watching live streams and videos (VOD) without gaming-related content (min/day) | <0.01 | <0.01 | 0.05 | < -0.01; 0.01 | 0.14 |
| Communicating via messenger services or voice chat (min/day) | < -0.01 | <0.01 | −0.03 | < -0.01; <0.01 | 0.46 |
| Using social media (min/day) | <0.01 | <0.01 | 0.04 | < -0.01; 0.01 | 0.24 |
| Browsing the web (min/day) | <0.01 | <0.01 | <0.01 | < -0.01; <0.01 | 0.97 |
| Watching television (min/day) | <0.01 | <0.01 | 0.01 | < -0.01; 0.01 | 0.68 |
| Listening to music/radio (min/day) | < -0.01 | <0.01 | −0.04 | < -0.01; <0.01 | 0.19 |
| Reading print media (min/day) | < -0.01 | <0.01 | −0.04 | −0.01; <0.01 | 0.27 |
| Age(years) | −0.06 | 0.04 | −0.06 | −0.13; 0.01 | 0.10 |
| Gender (male = 1; female = 2) | 3.31 | 0.65 | 0.16 | 2.04; 4.58 | <0.01 |
| BMI (kg/m2) | 0.05 | 0.04 | 0.04 | 0.03; 0.12 | 0.20 |
Dependent variable: perceived stress scale score, n = 992; p <0.001, adjusted R.