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Tholl C, Soffner M, Froböse I. How strenuous is esports? Perceived physical exertion and physical state during competitive video gaming. Front Sports Act Living 2024; 6:1370485. [PMID: 39050793 PMCID: PMC11266069 DOI: 10.3389/fspor.2024.1370485] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/14/2024] [Accepted: 06/20/2024] [Indexed: 07/27/2024] Open
Abstract
Introduction Esports 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 gaming on the perceived physical exertion and the perceived physical state (PEPS). Methods Thirty-two healthy male esports athletes participated in two competitive video gaming sessions lasting 90-120 min, interrupted by a 10-minute passive sitting break. Repeated measures of perceived physical exertion (Borg Categorial Ratio-10 scale) and perceived physical state were recorded before, during, and after each video game session. Repeated measures ANOVA and Friedman's test were used for statistical analysis. Results The results showed a significant difference in all dimensions of the PEPS (p < 0.05) as well as in Borg scale (p < 0.001). Post-hoc tests revealed significant increases in Borg scale between baseline measurements (T0: 1.0 ± 1.0) and after the first competitive video gaming session (T1: 2.4 ± 1.3, p < 0.001), as well as after the second competitive video gaming session (T3: 3.0 ± 1.7, p < 0.001). Furthermore, there was a significant reduction in perceived exertion between the measurement time after the first competitive video gaming session (T1) and the break (T2: 1.3 ± 1.2, p < 0.001). The PEPS dimensions activation, trained, and mobility showed similar significant changes in post-hoc analysis. Discussion The results indicate that the perceived physical burden significantly increases during esports participation. As the duration of competitive video gaming extends, the perceived physical state decreases and perceived physical exertion increases. A passive break between two video game sessions can at least partially restore physical exertion and physical state. However, this break neither returns the scores to their baseline levels nor prevents a further decline in scores during the second video game session. Over time and with a lack of observation, this could result in health and performance limitations.
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Affiliation(s)
- Chuck Tholl
- Department of Movement-Oriented Prevention and Rehabilitation Sciences, Institute of Movement Therapy and Movement-Oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
| | - Markus Soffner
- Department of Sports Medicine, University of Wuppertal, Wuppertal, Germany
| | - Ingo Froböse
- Department of Movement-Oriented Prevention and Rehabilitation Sciences, Institute of Movement Therapy and Movement-Oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
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Bonilla I, Chamarro A, Birch P, Sharpe BT, Martín-Castellanos A, Muriarte D, Ventura C. Conceptualization and validation of the TILT questionnaire: relationship with IGD and life satisfaction. Front Psychol 2024; 15:1409368. [PMID: 39040959 PMCID: PMC11260801 DOI: 10.3389/fpsyg.2024.1409368] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/29/2024] [Accepted: 06/19/2024] [Indexed: 07/24/2024] Open
Abstract
Currently, the study of esports is growing within the field of psychology. Among the different variables attracting interest - including stress or psychological factors associated with performance - an emerging concept known as tilt is gaining prominence in the literature. However, this construct has yet to be operationalized or defined. Thus, the present study aims to address this gap by defining and conceptualizing TILT while devising and validating a questionnaire to measure the construct in esports players. The initial phase of the study comprised 27 interviews conducted with professional players (n = 6), semi-professionals (n = 8), amateurs (n = 8), and coaches (n = 5) to characterize the concept of tilt. Following these interviews, a definition of tilt was formulated, and a panel of five experts in sports psychology and esports proposed a comprehensive set of 53 items. A total of 488 participants (278 males, 210 females), aged 18-50 (mean age = 26.9 years, SD = 7.57), completed the survey, including the 53 tilt items, a questionnaire measuring toxic behavior, and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The tilt construct is primarily characterized as a state of frustration escalating into anger, resulting in diminished performance, attention, and recurring negative thoughts about errors. Its onset typically coincides with stressful situations, persisting for approximately 30 min. Through an Exploratory Factor Analysis (EFA), 18 items were retained and categorized into two factors: Causes (7 Items) and Consequences (11 Items) of tilt. The entire questionnaire yielded a Cronbach's α of 0.922, with the first and second factors showing values of 0.854 and 0.890, respectively. Confirmatory factor analysis (CFA) revealed an acceptable fit for the 2-factor solution. Correlations with related constructs, such as Toxic Behavior and IGD, provided preliminary evidence of external validity. Empirical evidence for the validity and internal consistency of the Tilt Scale is robust, indicating its potential utility in future research on the psychological experiences of esports players.
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Affiliation(s)
- Iván Bonilla
- Sports Research Institute, Autonomous University of Barcelona, Barcelona, Spain
| | - Andrés Chamarro
- Sports Research Institute, Autonomous University of Barcelona, Barcelona, Spain
| | - Phil Birch
- Institute of Applied Sciences, University of Chichester, Chichester, United Kingdom
| | - Benjamin T. Sharpe
- Institute of Psychology, Business, and Human Sciences, University of Chichester, Chichester, United Kingdom
| | | | | | - Carles Ventura
- National Institute of Physical Education of Catalonia – University of Barcelona, Barcelona, Spain
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Behnke M, Lakens D, Petrova K, Chwiłkowska P, Białek SJ, Kłoskowski M, Krzyżaniak W, Maciejewski P, Kaczmarek LD, Szymański K, Jamieson JP, Gross JJ. Applying a synergistic mindsets intervention to an esports context. ROYAL SOCIETY OPEN SCIENCE 2024; 11:240691. [PMID: 39157427 PMCID: PMC11328966 DOI: 10.1098/rsos.240691] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/26/2024] [Revised: 04/29/2024] [Accepted: 05/01/2024] [Indexed: 08/20/2024]
Abstract
Affective responses during stressful, high-stakes situations can play an important role in shaping performance. For example, feeling shaky and nervous at a job interview can undermine performance, whereas feeling excited during that same interview can optimize performance. Thus, affect regulation-the way people influence their affective responses-might play a key role in determining high-stakes outcomes. To test this idea, we adapted a synergistic mindsets intervention (SMI) (Yeager et al. 2022 Nature 607, 512-520 (doi:10.1038/s41586-022-04907-7)) to a high-stakes esports context. Our approach was motivated by the idea that (i) mindsets both about situations and one's stress responses to situations can be shaped to help optimize stress responses, and (ii) challenge versus threat stress responses will be associated with improved outcomes. After a baseline performance task, we randomly assigned gamers (n = 300) either to SMI or a control condition in which they learned brain facts. After two weeks of daily gaming, gamers competed in a cash-prize tournament. We measured affective experiences before the matches and cardiovascular responses before and throughout the matches. Contrary to predictions, gamers did not experience negative affect (including feeling stressed), thus limiting the capacity for the intervention to regulate physiological responses and optimize performance. Compared with the control participants, synergistic mindsets participants did not show greater challenge responses or improved performance outcomes. Though our adaptation of Yeager et al.'s SMI did not optimize esports performance, our findings point to important considerations regarding the suitability of an intervention such as this to different performance contexts of varying degrees of stressfulness.
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Affiliation(s)
- Maciej Behnke
- Faculty of Psychology and Cognitive Science, Adam Mickiewicz University, Poznan, Poland
- Cognitive Neuroscience Center, Adam Mickiewicz University, Poznan, Poland
| | - Daniel Lakens
- Human-Technology Interaction Group, Eindhoven University of Technology, Eindhoven, The Netherlands
| | - Kate Petrova
- Department of Psychology, Stanford University, Stanford, CA, USA
| | - Patrycja Chwiłkowska
- Faculty of Psychology and Cognitive Science, Adam Mickiewicz University, Poznan, Poland
| | - Szymon Jęśko Białek
- Faculty of Psychology and Cognitive Science, Adam Mickiewicz University, Poznan, Poland
| | - Maciej Kłoskowski
- Faculty of Psychology and Cognitive Science, Adam Mickiewicz University, Poznan, Poland
| | - Wadim Krzyżaniak
- Faculty of Psychology and Cognitive Science, Adam Mickiewicz University, Poznan, Poland
| | - Patryk Maciejewski
- Faculty of Psychology and Cognitive Science, Adam Mickiewicz University, Poznan, Poland
| | - Lukasz D. Kaczmarek
- Faculty of Psychology and Cognitive Science, Adam Mickiewicz University, Poznan, Poland
| | - Kacper Szymański
- Faculty of Psychology and Cognitive Science, Adam Mickiewicz University, Poznan, Poland
| | | | - James J. Gross
- Department of Psychology, Stanford University, Stanford, CA, USA
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Nicholson M, Poulus D, Robergs R, Kelly V, McNulty C. How Much Energy Do E'Athletes Use during Gameplay? Quantifying Energy Expenditure and Heart Rate Variability Within E'Athletes. SPORTS MEDICINE - OPEN 2024; 10:44. [PMID: 38630170 PMCID: PMC11024080 DOI: 10.1186/s40798-024-00708-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/01/2023] [Accepted: 03/26/2024] [Indexed: 04/20/2024]
Abstract
BACKGROUND Research into esports suggests that e'athletes experience physiological stressors and demands during competition and training. The physiological demands of esports are poorly understood and need to be investigated further to inform future training guidelines, optimise performance outcomes, and manage e'athlete wellbeing. This research aimed to quantify the metabolic rate of esports gameplay and compare this outcome with heart rate variability within expert e'athletes. RESULTS Thirteen healthy male participants ranked within the top 10% of their respective esports title participated in the study (age = 20.7 ± 2.69 years; BMI = 24.6 ± 5.89 kg·m- 2). Expired gas analysis indirect calorimetry measured gas exchange during rest and gaming. Compared to resting conditions, competitive esports gameplay significantly increased median energy expenditure (1.28 (IQR 1.16-1.49) kcal·min- 1 vs. 1.45 (IQR 1.20-1.77) kcal·min- 1, p = .02), oxygen consumption (0.27 (IQR 0.24-0.30) L·min- 1 vs. 0.29 (IQR 0.24-0.35) L·min- 1, p = .02) and carbon dioxide production (0.20 (IQR 0.19-0.27) L·min- 1vs. 0.27 (IQR 0.24-0.33) L·min- 1, p = .01). Competitive gameplay also resulted in a significant increase in heart rate (84.5 (IQR 74.1-96.1) bpm vs. 87.1 (IQR 80.3-104) bpm, p = .01) and decrease in R-R interval's (710 (IQR 624-810) ms vs. 689 (IQR 579-747) ms, p = .02) when compared to rest. However, there were no significant differences in time or frequency measures of heart rate variability. CONCLUSIONS The data reveal increased physiological responses to metabolic rate, energy expenditure and cardiovascular function to esports game play within expert e'athletes. Further physiological research into the physical demands on e'athletes, the influence of different training programs to esport performance, and the added multivariate determinants to elite level esport performance are warranted.
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Affiliation(s)
- Mitchell Nicholson
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology (QUT), Victoria Park Road, Kelvin Grove, Brisbane, QLD, 4059, Australia.
| | - Dylan Poulus
- Physical Activity, Sport and Exercise Research Theme, Faculty of Health, Southern Cross University, Gold Coast, QLD, Australia
- Manna Institute, Southern Cross University, Gold Coast, Australia
| | - Rob Robergs
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology (QUT), Victoria Park Road, Kelvin Grove, Brisbane, QLD, 4059, Australia
| | - Vincent Kelly
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology (QUT), Victoria Park Road, Kelvin Grove, Brisbane, QLD, 4059, Australia
| | - Craig McNulty
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology (QUT), Victoria Park Road, Kelvin Grove, Brisbane, QLD, 4059, Australia
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Ketelhut S, Nigg CR. Heartbeats and high scores: esports triggers cardiovascular and autonomic stress response. Front Sports Act Living 2024; 6:1380903. [PMID: 38638448 PMCID: PMC11024241 DOI: 10.3389/fspor.2024.1380903] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2024] [Accepted: 03/22/2024] [Indexed: 04/20/2024] Open
Abstract
Introduction Gaming is often labeled as sedentary behavior. However, competitive gaming, also known as esports, involves significant cognitive demands and may induce stress. This study aims to investigate whether the psychophysical demands during esports elicit a physiological stress response. Methods Fourteen FIFA 21 and thirteen League of Legends players (23.3 ± 2.8 years) were recruited for the study. Heart rate (HR), root mean square of successive differences between normal heartbeats (RMSSD), peripheral and central blood pressure (BP), pulse wave velocity (PWV), and energy expenditure (EE) were assessed during supine rest, seated rest, and competitive FIFA or League of Legends matches. Results No significant group × condition interactions were observed for any of the outcomes. However, there were significant increases in mean HR (p < 0.001, η p 2 = 0.383), RMSSD (p = 0.019, η p 2 = 0.226), peripheral systolic BP (p < 0.001, η p 2 = 0.588), peripheral diastolic BP (p = 0.005, η p 2 = 0.272), central systolic BP (p = 0.005; η p 2 = 0.369), central diastolic BP (p = 0.016, η p 2 = 0.313), PWV (p = 0.004, η p 2 = 0.333), and EE (p < 0.001, η p 2 = 0.721) during both games compared to the seated rest condition. Conclusion Despite the sedentary nature of esports, the psychophysical demands appear to elicit physiological responses. Interestingly, no significant differences were found between the different game genres.
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Affiliation(s)
- Sascha Ketelhut
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
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DiFrancisco-Donoghue J, Borges K, Li T, Ballone O, Zwibel H, Douris PC. Reducing thrombotic risks in video gamers: investigating the benefits of walking and compression sleeves on blood hemodynamics. Am J Physiol Heart Circ Physiol 2024; 326:H538-H547. [PMID: 38133616 PMCID: PMC11221800 DOI: 10.1152/ajpheart.00669.2023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/17/2023] [Revised: 12/07/2023] [Accepted: 12/21/2023] [Indexed: 12/23/2023]
Abstract
With the growing popularity of video gaming, deep vein thromboses are increasingly being reported in gamers. This study aimed to compare the effects of lower leg graduated compression sleeves and a 6-min walking break during prolonged gaming on blood flow and hemodynamics in competitive sport players to help mitigate this risk. Ten healthy gamers (19.6 ± 1.2 yr old; 9 men) consented to participate in this mixed-model crossover design study that consisted of three visits. In visit 1, participants engaged in continuous 2-h video game play wearing no compression (continuous). Visits 2 and 3 involved 2-h play wearing compression sleeves (compression) and 2-h game play interrupted at 1 h by a 6-min walk (walk). Doppler ultrasound measurements of the left popliteal artery were taken at 30, 60, 90, and 120 min, to record vessel diameter, blood flow velocity, and blood flow volume. Participants completed a survey to assess their perception of each approach. There was a significant interaction between conditions for blood flow and blood velocity (P = 0.01, P < 0.001). Post hoc analysis demonstrated a greater decrease in blood flow and blood velocity in the continuous group compared with the walk group at the 90-min mark (P = 0.04, P = 0.01). No differences were found between the compression and walk groups or between the continuous and compression groups (P = 0.42, P = 0.69). No interactions were observed in diameter, mean arterial pressure, or heart rate. This study suggests that incorporating a 6-min walk every 60 min during prolonged gaming is advisable to counteract the negative effects on blood flow hemodynamics.NEW & NOTEWORTHY A 6-min light-intensity walking break during gaming can effectively combat the adverse effects of prolonged sitting, surpassing compression garments. Prolonged sitting reduces blood flow velocity, potentially leading to deep vein thrombosis (DVT). Compression sleeves help, with superior results after a 6-min walk at 60 min. Although compression stockings offer moderate improvements, a 6-min active break proves more effective. These findings offer promising interventions for gamers' health, initiating guidelines to mitigate DVT risk during gaming.
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Affiliation(s)
- Joanne DiFrancisco-Donoghue
- Department of Osteopathic Medicine, New York Institute of Technology College of Osteopathic Medicine, Old Westbury, New York, United States
- Center for Esports Medicine, New York Institute of Technology, Old Westbury, New York, United States
| | - Kelly Borges
- Medical School, New York Institute of Technology College of Osteopathic Medicine, Old Westbury, New York, United States
| | - Timothy Li
- Medical School, New York Institute of Technology College of Osteopathic Medicine, Old Westbury, New York, United States
| | - Olivia Ballone
- Medical School, New York Institute of Technology College of Osteopathic Medicine, Old Westbury, New York, United States
| | - Hallie Zwibel
- Department of Family Medicine, New York Institute of Technology College of Osteopathic Medicine, Old Westbury, New York, United States
- Center for Esports Medicine, New York Institute of Technology, Old Westbury, New York, United States
| | - Peter C Douris
- Department of Physical Therapy, New York Institute of Technology, Old Westbury, New York, United States
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Machado S, Sant’Ana LDO, Travassos B, Monteiro D. Anodal Transcranial Direct Current Stimulation Reduces Competitive Anxiety and Modulates Heart Rate Variability in an eSports Player. Clin Pract Epidemiol Ment Health 2022; 18:e174501792209270. [PMID: 37274860 PMCID: PMC10156019 DOI: 10.2174/17450179-v18-e2209270] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/01/2022] [Revised: 08/22/2022] [Accepted: 09/05/2022] [Indexed: 06/07/2023]
Abstract
Previous research has recently shown that high cognitive and somatic anxiety and low self-confidence, before and during sport competitions have a significant correlation with heart rate variability (HRV) changes and can reduce overall athletic performance. Therefore, interventions, such as transcranial direct current stimulation (tDCS), can be a potential tool to reduce psychophysiological anxiety-related and enhance athletic performance. We present a case of a male professional athlete of eSports. We explored the effects of a single session of anodal tDCS (a-tDCS) at 2mA over the dosrsolateral prefrontal cortex (DLPFC) on competitive anxiety and HRV assessed in baseline (BL), pre-tDCS, post-tDCS and post-game moments and compared between moments. Here, we found a decrease in somatic and cognitive anxiety, as well as an increase in self-confidence and in SDNN index in the post-tDCS moment compared with BL, pre-tDCS and post-game moments. These findings can be a result of an acute change in the attentional state, influencing the processing of threatening information essential for cognitive anxiety and of a self-regulatory process, which can regulate physiological arousal response, such as HRV.
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Affiliation(s)
- Sergio Machado
- Department of Sports Methods and Techniques, Federal University of Santa Maria, Santa Maria, Brazil
- Department of Sports Science, University of Beira Interior, Covilhã, 6201-001, Portugal
- Laboratory of Physical Activity Neuroscience, Neurodiversity Institute, Queimados, 26325-020, Brazil
| | | | - Bruno Travassos
- Department of Sports Science, University of Beira Interior, Covilhã, 6201-001, Portugal
- Research Center in Sport, Health and Human Development (CIDESD), Vila Real 5000-558, Portugal
- Portugal Football School, Portuguese Football Federation, Cruz 1495-433, Quebrada, Portugal
| | - Diogo Monteiro
- Research Center in Sport, Health and Human Development (CIDESD), Vila Real 5000-558, Portugal
- Life Quality Research Center (CIEQV), Rio Maior, 2040-413, Portugal
- ESECS, Polytechnic of Leiria, Leiria, 2411-901, Portugal
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