Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020

被引:9
|
作者
Rudolf, Kevin [1 ]
Soffner, Markus [1 ]
Bickmann, Peter [1 ]
Froboese, Ingo [1 ]
Tholl, Chuck [1 ]
Wechsler, Konstantin [1 ]
Grieben, Christopher [1 ]
机构
[1] German Sport Univ Cologne, Inst Movement Therapy & Movement Oriented Prevent, Movement Oriented Prevent & Rehabil Sci, Cologne, Germany
来源
关键词
gaming; health; media usage; physical activity; sleep; SCREEN TIME; MENTAL-HEALTH; QUALITY; SLEEP; CONSEQUENCES;
D O I
10.3389/fspor.2022.665604
中图分类号
G8 [体育];
学科分类号
04 ; 0403 ;
摘要
The popularity of video gaming and eSports is increasing rapidly. However, most research focuses on the economical features and psychological consequences of gaming and only little is known about the health behavior of the players. Therefore, this study is a follow-up of the eSports Study 2019 and further investigates the health and health behavior of video game and eSports players in Germany. This cross-sectional study, conducted between April and September 2019, includes 1038 players (91.2% male; 23.0 +/- 5.4 years; body mass index: 24.8 +/- 5.0 kg/m(2)) who provided data regarding their health status, physical activity, sleep, media consumption, stress and wellbeing via a web-based survey. Descriptive statistics were performed on all questions. Linear regressions were used to examine the relation between media consumption, wellbeing and stress. Almost all respondents classified their health status as "good" or better (92.5%). The average sedentary and physical activity time was 7.2 +/- 3.5 h/day and 8.8 +/- 10.7 h/week, respectively. Respondents slept for 7.5 +/- 1.3 h/night on weekdays and for 8.5 +/- 1.5 h/night on weekends, but many were "sometimes" or more frequently overtired (53.1%). Daily duration of playing video games (230.4 +/- 159.3 min/day) and watching livestreams and videos with (102.6 +/- 101.7 min/day) and without gaming content (72.9 +/- 88.5 min/day) were much higher than watching regular television (18.9 +/- 49.1 min/day) or reading analog media (32.1 +/- 53.5 min/day). In terms of stress and wellbeing, most players reported low stress levels (13.8 +/- 5.7) and reached a moderate average score of 60.1 +/- 16.4 out of 100 points in the WHO-5 Well-Being Index. Linear regressions revealed no relevant significant associations. The results indicate good subjective health and health behavior of the target group. However, the high amounts of screen-based media-consumption, as well as the moderate stress and wellbeing levels show potential for improvement. In addition, the target group consumed high amounts of digital media in reference to gaming, while traditional media consumption was distinctly low. Consequently, media campaigns that address health promotion in this target group should use the platforms of digital media instead.
引用
收藏
页数:13
相关论文
共 50 条
  • [31] Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?
    Sjoblom, Max
    Hassan, Lobna
    Macey, Joseph
    Torhonen, Maria
    Hamari, Juho
    [J]. SMSOCIETY'18: PROCEEDINGS OF THE 9TH INTERNATIONAL CONFERENCE ON SOCIAL MEDIA AND SOCIETY, 2018, : 160 - 167
  • [32] eSports Pro-Players Behavior During the Game Events: Statistical Analysis of Data Obtained Using the Smart Chair
    Smerdov, Anton
    Burnaev, Evgeny
    Somov, Andrey
    [J]. 2019 IEEE SMARTWORLD, UBIQUITOUS INTELLIGENCE & COMPUTING, ADVANCED & TRUSTED COMPUTING, SCALABLE COMPUTING & COMMUNICATIONS, CLOUD & BIG DATA COMPUTING, INTERNET OF PEOPLE AND SMART CITY INNOVATION (SMARTWORLD/SCALCOM/UIC/ATC/CBDCOM/IOP/SCI 2019), 2019, : 1768 - 1775
  • [33] Difference in gaze control ability between low and high skill players of a real-time strategy game in esports
    Jeong, Inhyeok
    Nakagawa, Kento
    Osu, Rieko
    Kanosue, Kazuyuki
    [J]. PLOS ONE, 2022, 17 (03):
  • [34] Privacy Preservation for eSports: A Case Study Towards Augmented Video Golf Coaching System
    Bacic, Boris
    Meng, Qi
    Chan, Kam Yuk
    [J]. 2017 10TH INTERNATIONAL CONFERENCE ON DEVELOPMENTS IN ESYSTEMS ENGINEERING (DESE 2017), 2017, : 169 - 174
  • [35] Women's Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play
    Ruvalcaba, Omar
    Shulze, Jeffrey
    Kim, Angela
    Berzenski, Sara R.
    Otten, Mark P.
    [J]. JOURNAL OF SPORT & SOCIAL ISSUES, 2018, 42 (04): : 295 - 311
  • [36] Beyond Video Game Competition: Novel Dimensions of Live Esports Event Experiences Through Co-Creation
    Jung, Shinyong
    Chen, Jijun
    Cai, Liping A.
    [J]. JOURNAL OF HOSPITALITY & TOURISM RESEARCH, 2024,
  • [37] Health Risks and Musculoskeletal Problems of Elite Mobile Esports Players: a Cross-Sectional Descriptive Study
    Wing-Kai Lam
    Rui-Tan Liu
    Bob Chen
    Xin-Zhou Huang
    Jie Yi
    Duo Wai-Chi Wong
    [J]. Sports Medicine - Open, 2022, 8
  • [38] Is mobile gaming a new pillar of esports? Exploring players' in-game purchases in PC and mobile platforms by using flow and clutch
    Chou, Ssu-Yun
    Jang, Wooyoung
    Ma, Shang Chun
    Chang, Ching-Hung
    Byon, Kevin. K. K.
    [J]. INTERNATIONAL JOURNAL OF SPORTS MARKETING & SPONSORSHIP, 2023, 24 (02): : 311 - 332
  • [39] Prevalence and Associated Factors of Physical Complaints Among Japanese Esports Players: A Cross-Sectional Study
    Monma, Takafumi
    Matsui, Takashi
    Koyama, Shoya
    Ueno, Hiromasa
    Kagesawa, Junichi
    Oba, Chisato
    Nakamura, Kentaro
    Takagi, Hideki
    Takeda, Fumi
    [J]. CUREUS JOURNAL OF MEDICAL SCIENCE, 2024, 16 (08)
  • [40] Health Risks and Musculoskeletal Problems of Elite Mobile Esports Players: a Cross-Sectional Descriptive Study
    Lam, Wing-Kai
    Liu, Rui-Tan
    Chen, Bob
    Huang, Xin-Zhou
    Yi, Jie
    Wong, Duo Wai-Chi
    [J]. SPORTS MEDICINE-OPEN, 2022, 8 (01)