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Media Consumption, Stress and Wellbeing of Video Game and eSports Players in Germany

The eSports Study 2020

Bibliographic Data

ID5285310
AuthorsKevin 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)
Year2022
Volume4
Pages665604-665604
Publication date2022-02-14
Open AccessYes
TypeARTICLE
VenueFrontiers in Sports and Active Living (JOURNAL)
Journal identifiersISSN: 2624-9367 • E-ISSN: 2624-9367
PublisherFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/fspor.2022.665604
PMID35237752
OpenAlexW4212941949
LanguageEN
Citations received5
References cited41

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

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Citations per year1.25
Citation span2022 - 2026 (5)
Highly citedNo

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