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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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Tang D, Sum RKW, Li M, Ma R, Chung P, Ho RWK. What is esports? A systematic scoping review and concept analysis of esports. Heliyon 2023; 9:e23248. [PMID: 38149186 PMCID: PMC10750068 DOI: 10.1016/j.heliyon.2023.e23248] [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: 05/26/2023] [Revised: 11/28/2023] [Accepted: 11/29/2023] [Indexed: 12/28/2023] Open
Abstract
This study conducted a systematic scoping review to collect definitions and explanations of esports and its related concepts in the existing literature. A thematic coding approach was used to screen possible disagreements and issues between the different characteristics of esports as presented in the existing definitions. Based on a critical discussion, the results of the coding were combined with the objective facts of the current esports industry and theories from similar fields to reconstruct the construction of an esports definition. In addition, the relationship between esports and its related concepts was discussed based on the proposed esports definition structure. The proposed esports criteria can help avoid misunderstandings and confusion in future studies regarding the research subjects related to esports and propose standardized usage of relevant terms in the field of esports research.
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Affiliation(s)
- Di Tang
- Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China
| | - Raymond Kim-wai Sum
- Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China
| | - Minghui Li
- Centre for Physical Activity, Sport and Exercise Sciences, Coventry University, Coventry, United Kingdom
| | - Ruisi Ma
- Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China
| | - Peichi Chung
- Department of Cultural and Religious Studies, Faculty of Arts, The Chinese University of Hong Kong, Hong Kong, China
| | - Ray Wai-keung Ho
- Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China
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Seffah KD, Salib K, Dardari L, Taha M, Dahat P, Toriola S, Satnarine T, Zohara Z, Adelekun A, Ahmed A, Gutlapalli SD, Patel D, Khan S. Health Benefits of Esports: A Systematic Review Comparing the Cardiovascular and Mental Health Impacts of Esports. Cureus 2023; 15:e40705. [PMID: 37485153 PMCID: PMC10361539 DOI: 10.7759/cureus.40705] [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: 05/11/2023] [Accepted: 06/20/2023] [Indexed: 07/25/2023] Open
Abstract
Sports all over the world are celebrated and embraced as an indicator of triumph of youth and the human experience. Esports have increasingly come to be associated with an industry likened to traditional sports. Professional gamers who continuously define new standards in the areas of gaming, entertainment, and esports have emerged. This systematic review sought to find out the extent to which these virtual sports affect cardiovascular and mental health, both positively and negatively, and if this is comparable to traditional sports to any degree. Using the Preferred Reporting Items for Systematic Reviews and Meta-analyses, we reviewed journals and full-text articles that addressed the topic with keywords, such as esports, cardiovascular, mental health, gaming, and virtual reality. Six articles were selected after quality assessment. In summary, rehabilitative medicine currently benefits the most from this entertainment platform, with comparable findings in the positive and negative effects on mental health. Cardiovascular health appears to benefit from esports, with an increase in physical activity with use, but is not at the level of replacing traditional sports. Unlike as seen with traditional sports, addiction to gaming appears to be a steadily emerging issue that mental health practitioners will, in the not-so-distant future, have to lay ground rules for if esports are to be incorporated in everyday affairs.
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Affiliation(s)
- Kofi D Seffah
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
- Internal Medicine, Piedmont Athens Regional Medical Center, Athens, USA
| | - Korlos Salib
- General Practice, El Demerdash Hospital, Cairo, EGY
| | - Lana Dardari
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Maher Taha
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Purva Dahat
- Medicine, St. Martinus University Faculty of Medicine, Willemstad, CUW
| | - Stacy Toriola
- Pathology, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Travis Satnarine
- Pediatrics, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Zareen Zohara
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Ademiniyi Adelekun
- Family Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Areeg Ahmed
- Internal Medicine, California Institute of Neuroscience, Thousand Oaks, USA
| | - Sai Dheeraj Gutlapalli
- Internal Medicine, Richmond University Medical Center Affiliated with Mount Sinai Health System and Icahn School of Medicine at Mount Sinai, New York, USA
- Internal Medicine Clinical Research, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Deepkumar Patel
- Family Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
| | - Safeera Khan
- Internal Medicine, California Institute of Behavioral Neurosciences & Psychology, Fairfield, USA
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Onishi T, Yamasaki M, Hara T, Hirotomi T, Miyazaki R. Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:11683. [PMID: 36141954 PMCID: PMC9517021 DOI: 10.3390/ijerph191811683] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/19/2022] [Revised: 09/08/2022] [Accepted: 09/14/2022] [Indexed: 06/16/2023]
Abstract
In the last few years, esports have become popular among older individuals. Although participation in esports can become a novel activity for older adults, evidence on their effects is limited to young individuals. This study investigated the effects of esports participation on the emotional and physiological states of older adults. Twenty-five older men and women participating in health promotion activities in community centers (75 ± 8 years old) played a two-player racing game (Gran Turismo Sport, Sony) for 8-10 min. Their heart rates (HRs) were measured while the subjects played the games. The blood pressure (BP) and Profile of Mood States (POMS) were measured before and after gaming. The average HR during games (98 ± 17 bpm) was significantly higher than at pre-gaming (76 ± 11 bpm, p < 0.001). The BP before and after the games did not significantly change. Interestingly, the vigor scores (positive mood affect) in POMS increased after the games (p < 0.05) in females, but not in males. In summary, among older individuals, playing esports games showed a moderate increase in HR, no spike/drop of BP, and positive mood elevation. Our preliminary data suggest the feasibility of participating in esports in a community for older adults and that it could affect mood positively, especially among older women.
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Affiliation(s)
- Togo Onishi
- Graduate School of Human and Social Sciences, Shimane University, Matsue 690-8504, Japan
| | - Masayuki Yamasaki
- Faculty of Human Sciences, Shimane University, Matsue 690-8504, Japan
| | - Taketaka Hara
- Faculty of Education, Shimane University, Matsue 690-8504, Japan
| | - Tetsuya Hirotomi
- Interdisciplinary Faculty of Science and Engineering, Shimane University, Matsue 690-8504, Japan
| | - Ryo Miyazaki
- Faculty of Human Sciences, Shimane University, Matsue 690-8504, Japan
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