Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany
The eSports Study 2020
Bibliographic Data
| ID | 5285310 |
|---|---|
| Authors | Kevin Rudolf (0000-0001-9815-3475, German Sport University Cologne, corresponding author), Markus Soffner (German Sport University Cologne), Peter Bickmann (German Sport University Cologne), Ingo Froböse (German Sport University Cologne), Chuck Tholl (0000-0003-4738-0058, German Sport University Cologne), Konstantin Wechsler (0000-0002-1715-2735, German Sport University Cologne), Christopher Grieben (0000-0002-1212-3249, German Sport University Cologne) |
| Year | 2022 |
| Volume | 4 |
| Pages | 665604-665604 |
| Publication date | 2022-02-14 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Frontiers in Sports and Active Living (JOURNAL) |
| Journal identifiers | ISSN: 2624-9367 • E-ISSN: 2624-9367 |
| Publisher | Frontiers Media SA (PUBLISHER • CH) |
| DOI | 10.3389/fspor.2022.665604 |
| PMID | 35237752 |
| OpenAlex | W4212941949 |
| Language | EN |
| Citations received | 5 |
| References cited | 41 |
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/m2) 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
Advertising · Body mass index · Business · Consumption (sociology · Descriptive statistics · Mass media · Multimedia · Physical activity · Physical therapy · Popularity · Screen time · Sociology · Statistics · Video game · Applied Psychology · Child Development and Digital Technology · Computer Science · Demography · Eating Disorders and Behaviors · Impact of Technology on Adolescents · Mathematics · Medicine · Psychology · Social Psychology
The Expectations of eSport Becomes Part of Sports
Comparative Effects of Esports and Traditional Sports on Motor Skills and Cognitive Performance in Higher Education Students in a Post-Pandemic Context
Are Esports Players Inactive? A Systematic Review
An 8-week physical exercise intervention for e'athletes improves physical performance rather than short-term esports performance parameters - a randomized controlled trial
Mental health and well‐being in esports
Sedentary Time and Its Association With Risk for Disease Incidence, Mortality, and Hospitalization in Adults
Daily Sitting Time and All-Cause Mortality
National Sleep Foundation’s updated sleep duration recommendations
Children and Adolescents and Digital Media
Screen time and sleep among school-aged children and adolescents
Adverse physiological and psychological effects of screen time on children and adolescents
The German version of the Perceived Stress Scale – psychometric characteristics in a representative German community sample
Psychosocial stress and impaired sleep
The consequences of media multitasking for youth
A comparison of direct versus self-report measures for assessing physical activity in adults
Sedentary behaviour and risk of all-cause, cardiovascular and cancer mortality, and incident type 2 diabetes
The WHO-5 Well-Being Index
Adolescent social media use and mental health from adolescent and parent perspectives
Digital Stress over the Life Span
Problematic Video Game Use
Demographics and Health Behavior of Video Game and eSports Players in Germany
Covid-19 Lockdown Restrictions and Online Media Consumption in Germany
Excessive Computer Game Playing among Norwegian Adults
A Global Measure of Perceived Stress
| Citations per year | 1.25 |
|---|---|
| Citation span | 2022 - 2026 (5) |
| Highly cited | No |