Department of Health Sience, Institute of Sport Science, University of Bern, Bern, Switzerland.
German Sport University Cologne, Cologne, Germany.
J Med Internet Res. 2023 Aug 3;25:e45063. doi: 10.2196/45063.
Esports players are often referred to as sedentary athletes, as gaming requires prolonged sedentary screen exposure. As sedentary behavior and physical inactivity are major causes of noncommunicable diseases and premature death, esports players may be at an increased risk for health implications. Prior research has established esports players as having higher levels of body fat and lower levels of lean body mass versus age-matched controls, suggesting the need to assess further health and fitness outcomes of this demographic. However, while research interest is undoubtedly increasing, the majority of studies has focused on subjective self-report data and has lacked relevant objective health and fitness measurements.
This study aimed to assess the health and fitness status of a group of competitive esports players in relation to an age- and sex-matched comparison group.
In total, 51 competitive esports players (mean 23, SD 3 years, 2 female) and 51 nonesports players (mean 24, SD 3 years, 2 female) were enrolled in this cross-sectional laboratory study. The esports players and the nonesports players completed a questionnaire assessing demographic data and self-reported physical activity levels. Furthermore, physical parameters including BMI, waist-to-height ratio, body fat percentage, systolic blood pressure, diastolic blood pressure, pulse wave velocity, maximal grip strength, and maximal oxygen consumption were assessed.
There were no significant differences in BMI (t=1.54; P=.13; d=0.30), waist-to-height ratio (t=1.44; P=.16; d=0.28), body fat percentage (t=-0.48; P=.63; d=-0.09), systolic blood pressure (t=-0.06; P=.93; d=-0.01), diastolic blood pressure (t=0.37; P=.71; d=0.07), pulse wave velocity (t=-2.08; P=.15; d=-0.43), maximal grip strength (t=-.08; P=.94; d=-0.02), maximal oxygen consumption (t=-0.11; P=.92; d=-0.02), and physical activity (PA) levels (t=2.17; P=.08; d=0.46) between the groups.
While the health narrative directed toward esports players has been mainly negative, this laboratory-based study indicated that esports players are not less healthy or fit compared to their peers. However, it seems that esports players are very heterogeneous and seem to span across the whole range of the fitness and health spectrum. Thus, the generalized statements of the esports athlete as an obese and unhealthy individual may need to be reconsidered.
电子竞技选手通常被称为久坐不动的运动员,因为玩游戏需要长时间坐在屏幕前。由于久坐行为和缺乏身体活动是导致非传染性疾病和早逝的主要原因,电子竞技选手可能面临更高的健康风险。先前的研究已经确定,与年龄匹配的对照组相比,电子竞技选手的体脂水平更高,瘦体重水平更低,这表明需要进一步评估这一人群的健康和健身结果。然而,尽管研究兴趣无疑在增加,但大多数研究都集中在主观自我报告数据上,缺乏相关的客观健康和健身测量。
本研究旨在评估一组竞技电子竞技选手的健康和健身状况,并将其与年龄和性别匹配的对照组进行比较。
共有 51 名竞技电子竞技选手(平均年龄 23 岁,标准差 3 岁,2 名女性)和 51 名非电子竞技选手(平均年龄 24 岁,标准差 3 岁,2 名女性)参加了这项横断面实验室研究。竞技电子竞技选手和非电子竞技选手完成了一份调查问卷,评估人口统计学数据和自我报告的身体活动水平。此外,还评估了身体参数,包括 BMI、腰高比、体脂百分比、收缩压、舒张压、脉搏波速度、最大握力和最大摄氧量。
两组间 BMI(t=1.54;P=.13;d=0.30)、腰高比(t=1.44;P=.16;d=0.28)、体脂百分比(t=-0.48;P=.63;d=-0.09)、收缩压(t=-0.06;P=.93;d=-0.01)、舒张压(t=0.37;P=.71;d=0.07)、脉搏波速度(t=-2.08;P=.15;d=-0.43)、最大握力(t=-0.08;P=.94;d=-0.02)、最大摄氧量(t=-0.11;P=.92;d=-0.02)和身体活动(PA)水平(t=2.17;P=.08;d=0.46)无显著差异。
尽管针对电子竞技选手的健康叙述主要是负面的,但这项基于实验室的研究表明,与同龄人相比,电子竞技选手的健康状况或身体素质并不差。然而,电子竞技选手似乎非常多样化,似乎涵盖了整个健康和身体素质范围。因此,将电子竞技选手一概而论地描述为肥胖和不健康的人可能需要重新考虑。