Nicholson Mitchell, Thompson Courtney, Poulus Dylan, Pavey Toby, Robergs Rob, Kelly Vincent, McNulty Craig
School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, Queensland, Australia.
Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology (QUT), Victoria Park Road, Kelvin Grove, Queensland, 4059, Australia.
Sports Med Open. 2024 Apr 16;10(1):40. doi: 10.1186/s40798-024-00700-0.
Esports is competitive video gaming, performed within teams or individually, across multiple genres. Players are required to be sedentary for extended periods and require a high-level of cognitive skills for successful competitive performance. There are conflicting findings within the physical activity research in the esports industry. The aim of this research is to explore self-reported physical activity through accelerometer-assessed physical activity, to gain a better insight into the physical activity behaviours of international e'athletes.
Participants (n = 796) across multiple popular esports games, holding any in-game rank, competing at any level, were recruited. The survey consisted of demographic details, esports experience, the International Physical Activity Questionnaire-Long Form (IPAQ-LF), and Behavioural Regulations towards Exercise Questionnaire (BREQ-3). Within a convenience sample, local intervarsity e'athletes (n = 18) were recruited to wear a wrist-worn accelerometer to measure physical activity for 7-days and then complete the survey. Results from the accelerometers were compared to the survey results to explore physical activity reporting within this population.
When comparing IPAQ-LF to accelerometer data, players significantly over-report moderate-to-vigorous physical activity and weekly MET-min (p = .018, r = .63 and p ≤ .001, r = .92). The BREQ-3 showed that e'athletes categorised as high physical activity displayed significantly higher levels of intrinsic motivation, when compared to players categorised as low and moderate physical activity.
E'athletes significantly over report physical activity time when measured through the IPAQ-LF, suggesting previous surveys may overestimate physical activity and further research is needed. Given the exponential growth of the industry and the level of physical inactivity, esports may contribute to global physical inactivity levels.
电子竞技是一种竞争性的视频游戏,可在团队或个人之间进行,涵盖多种类型。玩家需要长时间久坐,并且为了取得成功的竞技表现需要具备高水平的认知技能。在电子竞技行业的体育活动研究中存在相互矛盾的发现。本研究的目的是通过加速度计评估的体育活动来探索自我报告的体育活动,以便更好地了解国际电子竞技运动员的体育活动行为。
招募了参与多种热门电子竞技游戏、拥有任何游戏内排名、在任何级别比赛的参与者(n = 796)。该调查包括人口统计学细节、电子竞技经验、国际体育活动问卷长表(IPAQ-LF)以及运动行为规范问卷(BREQ-3)。在一个便利样本中,招募了当地大学间电子竞技运动员(n = 18)佩戴腕部加速度计测量7天的体育活动,然后完成调查。将加速度计的结果与调查结果进行比较,以探索该人群中的体育活动报告情况。
将IPAQ-LF与加速度计数据进行比较时,玩家显著高估了中度至剧烈体育活动和每周代谢当量分钟数(p = 0.018,r = 0.63;p≤0.001,r = 0.92)。BREQ-3显示,与被归类为低和中度体育活动的玩家相比,被归类为高体育活动的电子竞技运动员表现出显著更高水平的内在动机。
通过IPAQ-LF测量时,电子竞技运动员显著高估了体育活动时间,这表明先前的调查可能高估了体育活动,需要进一步研究。鉴于该行业的指数级增长以及身体不活动的程度,电子竞技可能会导致全球身体不活动水平上升。