Rudolf Kevin, Soffner Markus, Bickmann Peter, Froböse Ingo, Tholl Chuck, Wechsler Konstantin, Grieben Christopher
Movement-Oriented Prevention and Rehabilitation Sciences, Institute of Movement Therapy and Movement-Oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany.
Front Sports Act Living. 2022 Feb 14;4:665604. doi: 10.3389/fspor.2022.665604. eCollection 2022.
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/m) 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.
电子游戏和电子竞技的受欢迎程度正在迅速上升。然而,大多数研究都集中在游戏的经济特征和心理影响上,对于玩家的健康行为却知之甚少。因此,本研究是2019年电子竞技研究的后续研究,进一步调查了德国电子游戏和电子竞技玩家的健康状况和健康行为。这项横断面研究于2019年4月至9月进行,包括1038名玩家(91.2%为男性;年龄23.0±5.4岁;体重指数:24.8±5.0kg/m²),他们通过网络调查提供了有关其健康状况、体育活动、睡眠、媒体消费、压力和幸福感的数据。对所有问题进行了描述性统计。使用线性回归来检验媒体消费、幸福感和压力之间的关系。几乎所有受访者都将自己的健康状况归类为“良好”或更好(92.5%)。平均久坐时间和体育活动时间分别为7.2±3.5小时/天和8.8±10.7小时/周。受访者工作日每晚睡眠时间为7.5±1.3小时,周末为8.5±1.5小时,但许多人“有时”或更频繁地感到过度疲劳(53.1%)。每天玩电子游戏的时长(230.4±159.3分钟/天)以及观看有(102.6±101.7分钟/天)和无游戏内容的直播和视频(72.9±88.5分钟/天)的时长,远高于观看普通电视的时长(18.9±49.1分钟/天)或阅读纸质媒体的时长(32.1±53.5分钟/天)。在压力和幸福感方面,大多数玩家报告压力水平较低(13.8±5.7),在世界卫生组织五福幸福指数中,平均得分达到了适中的60.1±16.4分(满分100分)。线性回归未发现相关的显著关联。结果表明目标群体的主观健康状况和健康行为良好。然而,基于屏幕的媒体消费量大,以及压力和幸福感水平适中,仍有改善的空间。此外,目标群体在游戏方面的数字媒体消费量很大,而传统媒体消费量明显较低。因此,针对该目标群体进行健康促进的媒体宣传活动应采用数字媒体平台。