Ingo Froböse
Biographic Data
| ID | 1938474 |
|---|---|
| NAME | Ingo Froböse |
| GIVEN NAMES | Ingo |
| FAMILY NAME | Froböse |
| SIGNATURE | FROBÖSE I |
| AFFILIATIONS | German Sport University Cologne |
| VERIFIED | No |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 3 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
How strenuous is esports? Perceived physical exertion and physical state during competitive video gaming
IntroductionEsports or competitive video gaming is a rapidly growing sector and an integral part of today's (youth) culture. Esports athletes are exposed to a variety of burdens, that can potentially impact an athlete's health and performance. Therefore, it is important that esports athletes are aware of (physical) burden and exertion associated with esports. For this purpose, a study was conducted to evaluate the influence of competitive video g…
Measuring Equine-Assisted Therapy
The International Classification of Functioning, Disability, and Health (ICF) of the World Health Organization (WHO) was established as an international framework for monitoring rehabilitation outcomes and the impacts of health interventions since, as the term "functioning" implies, it emphasizes a person's "lived health" in addition to their biological health status. Equine-assisted therapy (EAT) represents a holistic intervention approach that …
Type and intensity distribution of structured and incidental lifestyle physical activity of students and office workers
The present study provides initial insights regarding the type, amount, and distribution of intensity of structured and incidental lifestyle PA ≥ 50% HRR. Findings show a substantial amount of incidental lifestyle PA during waking hours and display the importance of promoting a physically active lifestyle. Future research could employ ambulatory assessments with integrated electronic diaries to detect information on the type and context of MVPA d…
Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany
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 a…
Demographics and Health Behavior of Video Game and eSports Players in Germany
The number of video game and eSports players is steadily rising. Since little is known about their health behavior to date, the present study examines the demographics and health behavior of video game and eSports players. In this cross-sectional study, data on demographics, health status, physical activity, nutrition, sleep, and video game usage were assessed via a web-based survey of n = 1066 players (91.9% male; 22.9 ± 5.9 years; body mass ind…
Engagement with a Web-Based Health Promotion Intervention among Vocational School Students
Engagement with web-based interventions is both generally low and typically declining. Visits and revisits remain a challenge. Based on log data of a web-based cluster randomized controlled trial conducted in vocational schools, the present secondary analysis aimed to identify influencing factors on initially logging in to a health promotion platform among young adults and to examine the engagement over the course of an eight-week intervention. D…
Show cards of the Global Physical Activity Questionnaire (GPAQ) – do they impact validity? A crossover study
The use of show cards had no significant impact on questionnaire validity. Therefore, both GPAQ versions can be applied interchangeably. Nevertheless the exact description of application of the GPAQ is desirable in terms of reproducibility and transparent scientific research
Influence of Health Literacy on the Physical Activity of Working Adults
Studies show that high health literacy (HL) can support the promotion and maintenance of healthy behavior such as physical activity (PA). However, most studies rely on subjective data. The aim of the present study is to investigate the relationship between HL and PA, not only with subjectively but also with objectively measured PA data. The present study is a pooled analysis of baseline data from the research association TRISEARCH (2015-2018), wh…
Wirtschaftsfaktor Sporttourismus
Im Sporttourismus gehen zwei so vielseitige wie komplexe Lebens- und Wirtschaftsbereiche eine enge Verbindung ein: Reisen und Sport. Dabei fordert der rasante Wandel im Freizeit- und Reiseverhalten heutige Entscheidungsträger und Marktakteure heraus. Menschen verreisen kürzer und häufiger, sie sind mobiler und Unbekanntem gegenüber aufgeschlossen. Auch ziehen neue Sportarten und Bewegungsformen Reisende in ihren Bann. Die vielfältigen fach- und b…
Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany
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 a…
How strenuous is esports? Perceived physical exertion and physical state during competitive video gaming
IntroductionEsports or competitive video gaming is a rapidly growing sector and an integral part of today's (youth) culture. Esports athletes are exposed to a variety of burdens, that can potentially impact an athlete's health and performance. Therefore, it is important that esports athletes are aware of (physical) burden and exertion associated with esports. For this purpose, a study was conducted to evaluate the influence of competitive video g…
Wirtschaftsfaktor Sporttourismus
Im Sporttourismus gehen zwei so vielseitige wie komplexe Lebens- und Wirtschaftsbereiche eine enge Verbindung ein: Reisen und Sport. Dabei fordert der rasante Wandel im Freizeit- und Reiseverhalten heutige Entscheidungsträger und Marktakteure heraus. Menschen verreisen kürzer und häufiger, sie sind mobiler und Unbekanntem gegenüber aufgeschlossen. Auch ziehen neue Sportarten und Bewegungsformen Reisende in ihren Bann. Die vielfältigen fach- und b…
Influence of Health Literacy on the Physical Activity of Working Adults
Studies show that high health literacy (HL) can support the promotion and maintenance of healthy behavior such as physical activity (PA). However, most studies rely on subjective data. The aim of the present study is to investigate the relationship between HL and PA, not only with subjectively but also with objectively measured PA data. The present study is a pooled analysis of baseline data from the research association TRISEARCH (2015-2018), wh…
Demographics and Health Behavior of Video Game and eSports Players in Germany
The number of video game and eSports players is steadily rising. Since little is known about their health behavior to date, the present study examines the demographics and health behavior of video game and eSports players. In this cross-sectional study, data on demographics, health status, physical activity, nutrition, sleep, and video game usage were assessed via a web-based survey of n = 1066 players (91.9% male; 22.9 ± 5.9 years; body mass ind…
Engagement with a Web-Based Health Promotion Intervention among Vocational School Students
Engagement with web-based interventions is both generally low and typically declining. Visits and revisits remain a challenge. Based on log data of a web-based cluster randomized controlled trial conducted in vocational schools, the present secondary analysis aimed to identify influencing factors on initially logging in to a health promotion platform among young adults and to examine the engagement over the course of an eight-week intervention. D…
Show cards of the Global Physical Activity Questionnaire (GPAQ) – do they impact validity? A crossover study
The use of show cards had no significant impact on questionnaire validity. Therefore, both GPAQ versions can be applied interchangeably. Nevertheless the exact description of application of the GPAQ is desirable in terms of reproducibility and transparent scientific research
Measuring Equine-Assisted Therapy
The International Classification of Functioning, Disability, and Health (ICF) of the World Health Organization (WHO) was established as an international framework for monitoring rehabilitation outcomes and the impacts of health interventions since, as the term "functioning" implies, it emphasizes a person's "lived health" in addition to their biological health status. Equine-assisted therapy (EAT) represents a holistic intervention approach that …
Type and intensity distribution of structured and incidental lifestyle physical activity of students and office workers
The present study provides initial insights regarding the type, amount, and distribution of intensity of structured and incidental lifestyle PA ≥ 50% HRR. Findings show a substantial amount of incidental lifestyle PA during waking hours and display the importance of promoting a physically active lifestyle. Future research could employ ambulatory assessments with integrated electronic diaries to detect information on the type and context of MVPA d…
Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany
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 a…
How strenuous is esports? Perceived physical exertion and physical state during competitive video gaming
IntroductionEsports or competitive video gaming is a rapidly growing sector and an integral part of today's (youth) culture. Esports athletes are exposed to a variety of burdens, that can potentially impact an athlete's health and performance. Therefore, it is important that esports athletes are aware of (physical) burden and exertion associated with esports. For this purpose, a study was conducted to evaluate the influence of competitive video g…
Medicine (8 works) · Physical therapy (6 works) · Psychology (6 works) · Computer Science (5 works) · Physical activity (5 works) · Demography (3 works) · Demography (3 works) · Impact of Technology on Adolescents (3 works) · Obesity, Physical Activity, Diet (3 works) · Physical Activity and Health (3 works)