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电子竞技运动员在游戏过程中消耗多少能量?量化电子竞技运动员的能量消耗和心率变异性。

How Much Energy Do E'Athletes Use during Gameplay? Quantifying Energy Expenditure and Heart Rate Variability Within E'Athletes.

作者信息

Nicholson Mitchell, Poulus Dylan, Robergs Rob, Kelly Vincent, McNulty Craig

机构信息

School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology (QUT), Victoria Park Road, Kelvin Grove, Brisbane, QLD, 4059, Australia.

Physical Activity, Sport and Exercise Research Theme, Faculty of Health, Southern Cross University, Gold Coast, QLD, Australia.

出版信息

Sports Med Open. 2024 Apr 17;10(1):44. doi: 10.1186/s40798-024-00708-6.

DOI:10.1186/s40798-024-00708-6
PMID:38630170
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11024080/
Abstract

BACKGROUND

Research into esports suggests that e'athletes experience physiological stressors and demands during competition and training. The physiological demands of esports are poorly understood and need to be investigated further to inform future training guidelines, optimise performance outcomes, and manage e'athlete wellbeing. This research aimed to quantify the metabolic rate of esports gameplay and compare this outcome with heart rate variability within expert e'athletes.

RESULTS

Thirteen healthy male participants ranked within the top 10% of their respective esports title participated in the study (age = 20.7 ± 2.69 years; BMI = 24.6 ± 5.89 kg·m). Expired gas analysis indirect calorimetry measured gas exchange during rest and gaming. Compared to resting conditions, competitive esports gameplay significantly increased median energy expenditure (1.28 (IQR 1.16-1.49) kcal·min vs. 1.45 (IQR 1.20-1.77) kcal·min, p = .02), oxygen consumption (0.27 (IQR 0.24-0.30) L·min vs. 0.29 (IQR 0.24-0.35) L·min, p = .02) and carbon dioxide production (0.20 (IQR 0.19-0.27) L·minvs. 0.27 (IQR 0.24-0.33) L·min, p = .01). Competitive gameplay also resulted in a significant increase in heart rate (84.5 (IQR 74.1-96.1) bpm vs. 87.1 (IQR 80.3-104) bpm, p = .01) and decrease in R-R interval's (710 (IQR 624-810) ms vs. 689 (IQR 579-747) ms, p = .02) when compared to rest. However, there were no significant differences in time or frequency measures of heart rate variability.

CONCLUSIONS

The data reveal increased physiological responses to metabolic rate, energy expenditure and cardiovascular function to esports game play within expert e'athletes. Further physiological research into the physical demands on e'athletes, the influence of different training programs to esport performance, and the added multivariate determinants to elite level esport performance are warranted.

摘要

背景

对电子竞技的研究表明,电子竞技运动员在比赛和训练期间会经历生理压力源和需求。人们对电子竞技的生理需求了解甚少,需要进一步研究,以为未来的训练指南提供依据,优化比赛成绩,并管理电子竞技运动员的健康状况。本研究旨在量化电子竞技游戏的代谢率,并将这一结果与专业电子竞技运动员的心率变异性进行比较。

结果

13名健康男性参与者在各自电子竞技项目中排名前10%,参与了该研究(年龄 = 20.7 ± 2.69岁;体重指数 = 24.6 ± 5.89 kg·m)。呼出气体分析间接测热法测量了休息和游戏期间的气体交换。与休息状态相比,竞技性电子竞技游戏显著增加了平均能量消耗(1.28(四分位距1.16 - 1.49)千卡·分钟 对 1.45(四分位距1.20 - 1.77)千卡·分钟,p = 0.02)、耗氧量(0.27(四分位距0.24 - 0.30)升·分钟 对 0.29(四分位距0.24 - 0.35)升·分钟,p = 0.02)和二氧化碳产生量(0.20(四分位距0.19 - 0.27)升·分钟 对 0.27(四分位距0.24 - 0.33)升·分钟,p = 0.01)。与休息时相比,竞技游戏还导致心率显著增加(84.5(四分位距74.1 - 96.1)次/分钟 对 87.1(四分位距80.3 - 104)次/分钟,p = 0.01),R - R间期缩短(710(四分位距624 - 810)毫秒 对 689(四分位距579 - 747)毫秒,p = 0.02)。然而,心率变异性的时间或频率测量没有显著差异。

结论

数据显示,专业电子竞技运动员在进行电子竞技游戏时,其代谢率、能量消耗和心血管功能的生理反应增强。有必要对电子竞技运动员的身体需求、不同训练计划对电子竞技表现的影响以及精英水平电子竞技表现的其他多变量决定因素进行进一步的生理学研究。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/45b3/11024080/ca4c04a6efef/40798_2024_708_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/45b3/11024080/b996431b6211/40798_2024_708_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/45b3/11024080/ca4c04a6efef/40798_2024_708_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/45b3/11024080/b996431b6211/40798_2024_708_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/45b3/11024080/ca4c04a6efef/40798_2024_708_Fig2_HTML.jpg

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