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Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020
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 f...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8882764/ https://www.ncbi.nlm.nih.gov/pubmed/35237752 http://dx.doi.org/10.3389/fspor.2022.665604 |
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author | Rudolf, Kevin Soffner, Markus Bickmann, Peter Froböse, Ingo Tholl, Chuck Wechsler, Konstantin Grieben, Christopher |
author_facet | Rudolf, Kevin Soffner, Markus Bickmann, Peter Froböse, Ingo Tholl, Chuck Wechsler, Konstantin Grieben, Christopher |
author_sort | Rudolf, Kevin |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8882764 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-88827642022-03-01 Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020 Rudolf, Kevin Soffner, Markus Bickmann, Peter Froböse, Ingo Tholl, Chuck Wechsler, Konstantin Grieben, Christopher Front Sports Act Living Sports and Active Living 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. Frontiers Media S.A. 2022-02-14 /pmc/articles/PMC8882764/ /pubmed/35237752 http://dx.doi.org/10.3389/fspor.2022.665604 Text en Copyright © 2022 Rudolf, Soffner, Bickmann, Froböse, Tholl, Wechsler and Grieben. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Sports and Active Living Rudolf, Kevin Soffner, Markus Bickmann, Peter Froböse, Ingo Tholl, Chuck Wechsler, Konstantin Grieben, Christopher Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020 |
title | Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020 |
title_full | Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020 |
title_fullStr | Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020 |
title_full_unstemmed | Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020 |
title_short | Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany: The eSports Study 2020 |
title_sort | media consumption, stress and wellbeing of video game and esports players in germany: the esports study 2020 |
topic | Sports and Active Living |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8882764/ https://www.ncbi.nlm.nih.gov/pubmed/35237752 http://dx.doi.org/10.3389/fspor.2022.665604 |
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