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成年电子游戏玩家的游戏玩法和身体活动行为。

Gameplay and physical activity behaviors in adult video game players.

作者信息

Scoggins Haylei, Porter Ryan R, Braun-Trocchio Robyn

机构信息

Department of Kinesiology, Texas Christian University, Fort Worth, TX, United States.

出版信息

Front Sports Act Living. 2025 Jan 6;6:1520202. doi: 10.3389/fspor.2024.1520202. eCollection 2024.

DOI:10.3389/fspor.2024.1520202
PMID:39835192
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11743444/
Abstract

INTRODUCTION

Since the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020. Despite the rapid growth of the industry, there is little recent data investigating the time adult video game players spend sedentary playing video games and the time they spent engaged in physical activity. The purpose of this quantitative, cross-sectional, non-experimental survey study is to describe the frequency and duration of video game play and physical activity in adult video game players.

METHODS

Participants completed an online survey, evaluating their demographic and health history information, video game play, and physical activity behaviors.

RESULTS

The study used data from a total of 221 participants (Males = 153, Females = 68). The mean age of the participants was 27.29 (SD 7.27) years. Of the 221 participants, 145 identified as casual players, 50 amateurs, 24 semi-professionals, and 2 professionals. The participants spent over five days per week and an average of 26.56 h per week playing video games. Personal computers were reported to have the longest duration of play of the four platforms investigated (17.59 h per week). The total amount of time participants spent engaged in cumulative moderate-to-vigorous physical activity (MVPA) was an average of 15.43 (SD 16.79) hours per week. The majority of this time was spent engaged in occupational physical activity (5.11 h per week). Participants spent 2.39 h per week engaged in leisure time MVPA.

CONCLUSION

Our results indicate an increase in VG play compared to 2018, suggesting United States adult video game players may be more at risk for detrimental effects to their physical health. This could be attributed to the habits formed during the COVID-19 pandemic, the influences from video genre game play mechanics, and the social aspects of playing video games with friends. Future research should focus on developing research methodologies that will objectively measure adult video game player frequencies and durations in video game play alongside extensive observation of different video gameplay mechanic genres and their relationships with physical activity.

摘要

引言

自21世纪初以来,电子游戏行业在产品开发和市场增长方面经历了非凡的繁荣,到2020年底,全球电子游戏玩家总数达到26.9亿。尽管该行业发展迅速,但最近几乎没有数据调查成年电子游戏玩家久坐玩游戏的时间以及他们进行体育活动的时间。这项定量、横断面、非实验性调查研究的目的是描述成年电子游戏玩家玩游戏和进行体育活动的频率及持续时间。

方法

参与者完成了一项在线调查,评估他们的人口统计学和健康史信息、玩电子游戏情况以及体育活动行为。

结果

该研究使用了总共221名参与者的数据(男性 = 153人,女性 = 68人)。参与者的平均年龄为27.29岁(标准差7.27)。在221名参与者中,145人认定为休闲玩家,50人为业余玩家,24人为半职业玩家,2人为职业玩家。参与者每周玩电子游戏超过五天,平均每周玩26.56小时。在所调查的四个平台中,据报告个人电脑的游戏时长最长(每周17.59小时)。参与者进行累计中度至剧烈体育活动(MVPA)的总时长平均为每周15.43小时(标准差16.79)。这段时间的大部分用于职业体育活动(每周5.11小时)。参与者每周花2.39小时进行休闲时间的MVPA。

结论

我们的结果表明与2018年相比,电子游戏游玩时间有所增加,这表明美国成年电子游戏玩家的身体健康可能更易受到不利影响。这可能归因于新冠疫情期间形成的习惯、电子游戏类型玩法机制的影响以及与朋友一起玩电子游戏的社交因素。未来的研究应侧重于开发研究方法,以便客观测量成年电子游戏玩家玩游戏的频率和时长,同时广泛观察不同电子游戏玩法机制类型及其与体育活动的关系。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c038/11743444/7fde61b92cb7/fspor-06-1520202-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c038/11743444/7fde61b92cb7/fspor-06-1520202-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c038/11743444/7fde61b92cb7/fspor-06-1520202-g001.jpg

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