| Literature DB >> 36141954 |
Togo Onishi1, Masayuki Yamasaki2, Taketaka Hara3, Tetsuya Hirotomi4, Ryo Miyazaki2.
Abstract
In the last few years, esports have become popular among older individuals. Although participation in esports can become a novel activity for older adults, evidence on their effects is limited to young individuals. This study investigated the effects of esports participation on the emotional and physiological states of older adults. Twenty-five older men and women participating in health promotion activities in community centers (75 ± 8 years old) played a two-player racing game (Gran Turismo Sport, Sony) for 8-10 min. Their heart rates (HRs) were measured while the subjects played the games. The blood pressure (BP) and Profile of Mood States (POMS) were measured before and after gaming. The average HR during games (98 ± 17 bpm) was significantly higher than at pre-gaming (76 ± 11 bpm, p < 0.001). The BP before and after the games did not significantly change. Interestingly, the vigor scores (positive mood affect) in POMS increased after the games (p < 0.05) in females, but not in males. In summary, among older individuals, playing esports games showed a moderate increase in HR, no spike/drop of BP, and positive mood elevation. Our preliminary data suggest the feasibility of participating in esports in a community for older adults and that it could affect mood positively, especially among older women.Entities:
Keywords: digital health; esports; heart rate; profile of mood states; video games
Mesh:
Year: 2022 PMID: 36141954 PMCID: PMC9517021 DOI: 10.3390/ijerph191811683
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Figure 1Study protocol.
Figure 2(a,b) Participants playing the game.
Figure 3(a,b) Changes in POMS before and after esports games in men ((a), n = 9) and women ((b), n = 16). *: p < 0.05 vs. pre. Positive affect increased significantly in females (p = 0.022; Figure 3b), but not in males (p = 0.438, Figure 3a). Negative affect did not change in males (p = 0.953) or females (p = 0.254). A, anger; C, confusion; D, depression; F, fatigue; T, tension; V, vigor.
Changes in POMS score (n = 25).
| Pre | Post | ||
|---|---|---|---|
| Anger | 2.2 ± 2.3 | 1.7 ± 2.6 | 0.180 |
| Confusion | 4.0 ± 2.7 | 4.3 ± 3.3 | 0.702 |
| Depression | 3.3 ± 3.0 | 3.0 ± 4.1 | 0.394 |
| Fatigue | 3.7 ± 3.6 | 5.8 ± 4.3 | 0.004 |
| Tension | 5.6 ± 3.6 | 7.2 ± 4.0 | 0.038 |
| Vigor | 11.1 ± 4.3 | 13.4 ± 3.6 | 0.021 |
Mean ± SD.
Figure 4The rest and mean HR while playing esports (n = 25).
Figure 5Changes in HR during the games (n = 25). *: p < 0.001 vs. rest. Note that the number of data points at 8 min was 16 because 9 participants had finished their games before 8 min.
Changes of blood pressure (n = 25).
| Pre | Post | ||
|---|---|---|---|
| Systolic blood pressure (mmHg) | 150.4 ± 23.7 | 153.4 ± 17.6 | 0.408 |
| Diastolic blood pressure (mmHg) | 78.3 ± 13.2 | 79.5 ± 13.3 | 0.475 |
Mean ± SD.