Schmidt Steffen Christian Ekkehard, Sell Stefan, Woll Alexander
Institute of Sports and Sports Science, Karlsruhe Institute of Technology, Karlsruhe, Germany.
Joint Center Black Forest, Hospital Neuenbuerg, Neuenbuerg, Germany.
Interact J Med Res. 2022 Sep 29;11(2):e25886. doi: 10.2196/25886.
With the increasing digitalization of daily life, internet-based entertainment such as gaming and streaming has advanced to one of the megatrends of the 21st century. Besides offering a multitude of controversially discussed opportunities for entertainment and social interaction, there is reasonable concern about health issues caused by the absence of physical activity among activities linked to gaming and streaming.
The aim of this study is to compare the water balance of recreational gamers with and those without compression stockings during a gaming event.
We measured body composition and water balance with 8-electrode bioelectrical impedance analysis among 46 recreational gamers with an average age of 27.1 (SD 6.5) years (5/46, 11% women and 41/46, 89% men) before and after 24 hours at a gaming event. Of the 46 gamers, 23 (50%) gamers wore compression stockings for the duration of the study.
Our study shows that prolonged gaming and associated behaviors during a 24-hour time frame lead to an increase in total body water (+0.76 L; P<.001) and a decrease of phase angle in the lower extremities (-0.47°; P<.001) but not in the upper extremities (+0.09°; P=.80), when no compression is used. Gamers using compression socks did not show any significant negative effects on their body composition.
Prolonged gaming and streaming are serious risk factors for diseases associated with water retention in the legs, and these risks can be measured by bioelectrical impedance and reduced by wearing compression stockings. We conclude that these findings should be discussed and replicated in larger studies and that there is a considerably large market for compression stockings among gamers and live streamers.
随着日常生活数字化程度的不断提高,基于互联网的娱乐活动,如游戏和流媒体,已成为21世纪的一大趋势。除了提供众多备受争议的娱乐和社交互动机会外,人们还合理地担心与游戏和流媒体相关的活动中缺乏体育活动所引发的健康问题。
本研究旨在比较在游戏活动期间,使用和未使用压缩袜的休闲游戏玩家的水平衡情况。
我们在一项游戏活动前后24小时内,使用8电极生物电阻抗分析法对46名平均年龄为27.1(标准差6.5)岁的休闲游戏玩家(5/46,11%为女性,41/46,89%为男性)进行了身体成分和水平衡测量。在这46名游戏玩家中,有23名(50%)在研究期间穿着压缩袜。
我们的研究表明,在24小时的时间段内,长时间游戏及相关行为会导致全身水分增加(+0.76升;P<0.001),下肢相角减小(-0.47°;P<0.001),而上肢相角增加(+0.09°;P=0.80),前提是不使用压缩袜。使用压缩袜的游戏玩家在身体成分方面未表现出任何显著的负面影响。
长时间游戏和流媒体播放是与腿部积水相关疾病的严重风险因素,这些风险可以通过生物电阻抗测量,并通过穿着压缩袜来降低。我们得出结论,这些发现应在更大规模的研究中进行讨论和重复验证,并且压缩袜在游戏玩家和直播者中有相当大的市场。