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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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2
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Kurniawan AA, Darusman KR, Chesar TIP, Azalia X, Kholinne E. Comparing health risks and musculoskeletal issues between professional and casual mobile esports players: a cross-sectional descriptive study in Jakarta. Front Sports Act Living 2024; 6:1372979. [PMID: 39022640 PMCID: PMC11251960 DOI: 10.3389/fspor.2024.1372979] [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: 01/19/2024] [Accepted: 06/17/2024] [Indexed: 07/20/2024] Open
Abstract
Mobile gaming poses significant health risks, such as musculoskeletal (MSK) and eye problems, as players maintain the same posture for long periods. The objective of the current study is to describe the prevalence and assess the association of musculoskeletal and eye problems among professional gamers (PG) and casual gamers (CG) with their physical activity level and physical fitness. A total of 94 mobile-gaming athletes (43 PG, 51 CG) were prospectively recruited in this study. Descriptive analysis was performed for BMIs, fatigue scores, musculoskeletal problems profile, and eye problems profile. The associations between physical activity level, BMI, grip strength, flexibility, and MSK injury were tested with a Chi-square test. A total of 65.96% of the players experienced MSK complaints, with the shoulder (26.2%), neck (25.4%), and hand (21.3%) being the top three affected regions. This study also found ocular issues among the players, with eye fatigue (n = 50) as the most frequent complaint. Differential outcomes were observed between the PG and CG groups regarding physical activity (p = 0.001) and flexibility (p = 0.02). Conversely, no statistically significant variances were detected between the PG and CG concerning musculoskeletal (MSK) disorder indicators (p = 1.000), body mass index (BMI) (p = 0.132), body fat (BF) percentage (p = 0.317), grip strength (p = 0.006 for the right side, p = 0.116 for the left side), or waist circumference (p = 0.680). Furthermore, a significant association was observed between physical activity and BMI (p = 0.029). Study results showed that two-thirds of players experienced MSK injury, with the most common complaints being neck, shoulder, hand, and wrist pain. All participants reported at least one eye problem, with the majority reporting multiple complaints. There were significant differences observed in physical activity and flexibility between the PG and CG groups; however, no correlation was found between musculoskeletal injury incidence and the players' physical fitness variables. This lack of correlation may be attributed to the relatively short career span of gamers.
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Affiliation(s)
| | | | | | - Xarisa Azalia
- School of Medicine and Health Sciences, Atma Jaya Catholic University of Indonesia, Jakarta, Indonesia
| | - Erica Kholinne
- Faculty of Medicine, Universitas Trisakti, Gatam Institute Eka Hospital, Jakarta, Indonesia
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Singh P, Singh R, Sharma MK, Arya S. E-sports: What mental health professionals from low & middle-income countries must know. Trop Doct 2023; 53:9-12. [PMID: 36168287 DOI: 10.1177/00494755221122493] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
'E-sports' refers to organized videogames. As the number of online gamers and interest in esports continue to rise in low and middle-income countries, mental health professionals need to be aware of their possible psychological and clinical implications. Only a small fraction of esports players present with gaming addiction, but a relatively larger proportion with subtle impairment impacting domains such as self-esteem, performance-related issues, family conflict, sleep-related issues or physical health. An adequate knowledge of esports, its concept, origins, genre and current status should equip mental health professionals in developing a good rapport with these young clients and correctly evaluate them. This review provides an overview of esports and how it pertains to mental health professionals.
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Affiliation(s)
- Priya Singh
- Assistant Professor, Faculty of Behavioral Sciences, 389839Shree Guru Gobind Singh Tricentenary University, Budhera, Gurugram, India
| | - Rajbir Singh
- Professor and Dean, Faculty of Behavioral Sciences, 389839Shree Guru Gobind Singh Tricentenary University, Budhera, Gurugram, India
| | - Manoj Kumar Sharma
- Professor, Department of Clinical Psychology, 29148National Institute of Mental Health and Neuroscience, Bangalore, India
| | - Sidharth Arya
- Assistant Professor, State Drug Dependence Treatment Centre, Institute of Mental Health, Pt BDS University of Health Sciences, Rohtak, India
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Tholl C, Bickmann P, Wechsler K, Froböse I, Grieben C. Musculoskeletal disorders in video gamers - a systematic review. BMC Musculoskelet Disord 2022; 23:678. [PMID: 35842605 PMCID: PMC9288077 DOI: 10.1186/s12891-022-05614-0] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/27/2022] [Accepted: 07/01/2022] [Indexed: 12/03/2022] Open
Abstract
Background Video gaming is a recreational activity with yearly increasing popularity. It is mostly a sedentary behavior combined with repetitive movements of the upper limbs. If performed excessively, these movements may promote strain injuries and a sedentary lifestyle is one of the contributing factors to musculoskeletal disorders. Therefore, a systematic review was conducted to evaluate if video gaming negatively affects the musculoskeletal system of video gamers. Methods PubMed, Web of Science and The Cochrane Library were systematically searched in order to identify relevant peer reviewed original articles in English published between 2000 and 2021. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) method was used for the analysis. Studies were included when they contained investigations of changes of the musculoskeletal system due to video gaming in healthy individuals. Studies with participants older than 60 years or solely psychological, social or cardiovascular outcomes were excluded. An adapted version of the Newcastle–Ottawa Scale was used for the risk of bias analysis. Results Sixteen observational studies involving a total of 62,987 participants met the inclusion criteria. A majority (11) of the studies reported statistical negative musculoskeletal changes due to video game playtime. Four studies did not report changes and one study found no effect of video game playtime on the musculoskeletal system. Out of the eleven studies, which demonstrated a negative impact of video game playtime on the musculoskeletal system, the most reported painful body parts were the neck (n = 4), shoulder (n = 4) and back (n = 3). Ten studies reported odds ratios (OR) for the dependence of the appearance of musculoskeletal disorders on video game playtime. In eight studies OR were significantly increased (1.3—5.2). Conclusion Eleven out of twelve studies demonstrated a negative impact of video game playtime on the musculoskeletal system. In particular, excessive video game playtimes (> 3 h/day) seemed to be a predictor for the appearance of musculoskeletal disorders. Due to their great popularity across multiple generations, specific and tailored prevention and health promotion programs for video gamers need to be developed to counteract this important public health issue. Supplementary Information The online version contains supplementary material available at 10.1186/s12891-022-05614-0.
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Affiliation(s)
- Chuck Tholl
- Institute of Movement Therapy and Movement-oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany.
| | - Peter Bickmann
- Institute of Movement Therapy and Movement-oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
| | - Konstantin Wechsler
- Institute for Occupational Safety and Health of the German Social Accident Insurance, Sankt Augustin, Germany
| | - Ingo Froböse
- Institute of Movement Therapy and Movement-oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
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Yamagata K, Yamagata LM, Abela M. A review article of the cardiovascular sequalae in esport athletes: a cause for concern? Hellenic J Cardiol 2022; 68:40-45. [PMID: 35787464 DOI: 10.1016/j.hjc.2022.06.005] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/03/2022] [Revised: 06/20/2022] [Accepted: 06/28/2022] [Indexed: 11/28/2022] Open
Abstract
The esports industry has grown exponentially and is expected to flourish rapidly in the coming years. Awareness about the cardiovascular sequalae in elite esport athletes has gained considerable momentum. Evidence supporting systematic screening in esport athletes is however lacking. In this narrative review, we discuss potential negative health effects on the cardiovascular system in esports enthusiasts. The pathophysiological mechanisms discussed in this narrative review may put esport athletes at an increased risk of cardiovascular events. Although large studies in esport athletes to substantiate these claims are inexistent, case reports or case-controlled studies have been included to support our hypotheses. Sleep deprivation, psychological stress, altered arterial stiffness, hypertension, and heart rate variability are some of these proposed mechanisms. The available data is unfortunately extrapolated from small cohorts. Nevertheless, the risk of sudden cardiac death is an important health concern which should be addressed appropriately. This review will raise awareness about the possible negative impact on the cardiovascular system in esport athletes.
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Affiliation(s)
| | | | - Mark Abela
- Department of Cardiology, Mater Dei Hospital, Malta
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Franks RR, King D, Bodine W, Chisari E, Heller A, Jamal F, Luksch J, Quinn K, Singh R, Solomon M. AOASM Position Statement on Esports, Active Video Gaming, and the Role of the Sports Medicine Physician. Clin J Sport Med 2022; 32:e221-e229. [PMID: 35470342 PMCID: PMC9042337 DOI: 10.1097/jsm.0000000000001034] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/27/2021] [Accepted: 12/20/2021] [Indexed: 02/02/2023]
Abstract
ABSTRACT Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in popularity, resulting in projected revenue of over $1 billion by the end of this past year. The global pandemic of 2020 had little to no effect on these increasing numbers because athletes have been able to continue to engage in sports because of its electronic nature and fans have been able to follow them virtually. Esports has been recognized as an organized sport by the International Olympic Committee, the US National Collegiate Athletic Association, and several secondary school athletic associations within the United States. In addition, professional teams have been established in several major cities within the United States, Canada, Europe, and Australia. With the growth of esports, the necessity of incorporating esports medicine into the practice of sports medicine physicians has become paramount. Esports can be played on a monitor or screen and played using physical activity in what has become known as active video gaming. Within both of these platforms, there have emerged certain conditions unique to esports. There are also certain conditions seen in other sports applicable to esports athletes. This document will review the evaluation of the esports athlete, introduce conditions unique to these athletes and review common conditions seen in esports, discuss diagnostics used in the evaluation of esports athletes, introduce treatment options for conditions unique to esports and review those for commonly seen injuries in esports, discuss prevention of injuries in esports, and introduce a framework for the future development of esports medicine that can be introduced into the daily practice of the sports medicine physician.
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Affiliation(s)
| | | | - Warren Bodine
- Greater Lawrence Family Health Center, Lawrence, Massachusetts
| | | | - Alan Heller
- Rothman Institute, Philadelphia, Pennsylvania
| | - Faraz Jamal
- Rowan School of Osteopathic Medicine, Stratford, New Jersey
| | - John Luksch
- Rothman Institute, Philadelphia, Pennsylvania
| | - Kate Quinn
- Maine Medical Partners Orthopedics and Sports Medicine, Portland, Maine
| | - Raunak Singh
- Rowan School of Osteopathic Medicine, Stratford, New Jersey
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7
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Associations Between Esports Participation and Health: A Scoping Review. Sports Med 2022; 52:2039-2060. [PMID: 35486374 DOI: 10.1007/s40279-022-01684-1] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/30/2022] [Indexed: 12/15/2022]
Abstract
Esports are a contemporary phenomenon, with millions of people involved. Still, scientific literature on the topic is scarce. Anecdotal reports, mostly based on what is known from videogames practice, have associated esports with unhealthy lifestyles and health-related problems. The present scoping review aimed to provide an overview of findings from studies regarding the health and well-being in adult esports players, while identifying the most studied topics in the field and those still lacking scientific research.The search was conducted in MEDLINE, Scopus, Web of Science, B-on, and ESCBO databases. Studies regarding health consequences of esports practice conducted with adult esports players were included. No exclusion criteria concerning age, sex, esports modality, or esports level were applied, but articles related to other forms of video gaming or gambling were excluded. The search was limited to peer-reviewed articles. Opinion and review articles were excluded.There were 1416 articles retrieved from which 33 met the inclusion criteria. Lifestyle habits, sleep, exercise and physical health (including musculoskeletal health), physiological demands, and mental health were the main topics of investigation. Several gaps in the literature were identified, namely studies on cardiovascular, respiratory, or metabolic health, or consuming-related risks. Also, the lack of homogeneous methodologies and definitions used in esports-related studies was identified.Esports practice has been associated with different health-related symptoms, but more studies using more robust methodologies and appropriate research design are needed. Topics such as cardiovascular health or the use of performance-enhancing drugs are lacking.
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8
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Zimmer RT, Haupt S, Heidenreich H, Schmidt WFJ. Acute Effects of Esports on the Cardiovascular System and Energy Expenditure in Amateur Esports Players. Front Sports Act Living 2022; 4:824006. [PMID: 35359501 PMCID: PMC8961871 DOI: 10.3389/fspor.2022.824006] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/28/2021] [Accepted: 01/31/2022] [Indexed: 11/13/2022] Open
Abstract
IntroductionEsports is practiced by millions of people worldwide every day. On a professional level, esports has been proven to have a high stress potential and is sometimes considered equivalent to traditional sporting activities. While traditional sports have health-promoting effects through muscle activity and increased energy expenditure, amateur esports could represent a purely sedentary activity, which would carry potentially harmful effects when practiced regularly. Therefore, this study aims to investigate the acute effects of esports on the cardiovascular system and energy expenditure in amateur esports players to show whether esports can be considered as physical strain or mental stress or whether amateur esports has to be seen as purely sedentary behavior.MethodsThirty male subjects participated in a 30-min gaming session, playing the soccer simulation game FIFA 20 or the tactical, first-person multiplayer shooter Counter-Strike: Global Offensive. Respiratory and cardiovascular parameters, as well as energy expenditure, blood glucose, lactate, and cortisol, were determined pre-, during, and post-gaming.ResultsThere were no significant changes in oxygen uptake, carbon dioxide output, energy expenditure, stroke volume, or lactate levels. Heart rate, blood glucose and cortisol decreased through the intervention until reaching their minimum levels 10 min post-gaming (Cortisolpre: 3.1 ± 2.9 ng/ml, Cortisolpost: 2.2 ± 2.3 ng/ml, p < 0.01; HRmin0.5: 82 ± 11 bpm, HRpost: 74 ± 13 bpm, p < 0.01).ConclusionA 30-min esports intervention does not positively affect energy expenditure or metabolism in amateur esports players. Therefore, it cannot provide the same health-promoting effects as traditional sports participation, but could in the long-term rather cause the same potentially health-damaging effects as purely sedentary behavior. However, it does not trigger a negative stress response in the players. Deliberate physical activity and exercise routines adapted to these demands should therefore be part of the daily life of amateur esports players.
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Affiliation(s)
- Rebecca T. Zimmer
- Division of Exercise Physiology and Metabolism, Department of Sport Science, University of Bayreuth, Bayreuth, Germany
- *Correspondence: Rebecca T. Zimmer
| | - Sandra Haupt
- Division of Exercise Physiology and Metabolism, Department of Sport Science, University of Bayreuth, Bayreuth, Germany
| | - Heiko Heidenreich
- Division of Sport Governance and Event Management, Department of Sport Science, University of Bayreuth, Bayreuth, Germany
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Giakoni-Ramírez F, Merellano-Navarro E, Duclos-Bastías D. Professional Esports Players: Motivation and Physical Activity Levels. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:2256. [PMID: 35206445 PMCID: PMC8872150 DOI: 10.3390/ijerph19042256] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 01/08/2022] [Revised: 02/12/2022] [Accepted: 02/14/2022] [Indexed: 12/24/2022]
Abstract
The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this field. The aim of this study was to analyse the relationship between physical activity levels and motivational orientations in an international sample of professional esports players. A cross-sectional and observational study was conducted in European and Latin American countries. The sample was non-probabilistic by convenience, and 260 male professional esports players were recruited. A survey was used that included demographic data, body composition, physical activity (International Physical Activity Questionnaire), and motivation (Sport Motivation Scale). The results show that 92.7% of professional esports players have moderate and high levels of physical activity and that players with low levels of physical activity have positive values in all dimensions of motivation. It is concluded that extrinsic and intrinsic motivation correlates inversely with energy expenditure.
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Affiliation(s)
- Frano Giakoni-Ramírez
- Grupo de Investigación EFISAL, Universidad Autónoma de Chile, Temuco 4810101, Chile;
| | | | - Daniel Duclos-Bastías
- Escuela de Educación Física, Pontificia Universidad Católica de Valparaíso, Valparaíso 2374631, Chile;
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10
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Trotter MG, Coulter TJ, Davis PA, Poulus DR, Polman R. Examining the Impact of School Esports Program Participation on Student Health and Psychological Development. Front Psychol 2022; 12:807341. [PMID: 35140665 PMCID: PMC8820392 DOI: 10.3389/fpsyg.2021.807341] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2021] [Accepted: 12/27/2021] [Indexed: 01/04/2023] Open
Abstract
This study examined the influence of 7 high school esports developmental programs on student self-regulation, growth mindset, positive youth development (PYD), perceived general health and physical activity (PA), and sport behaviour. A total of 188 students (male n = 120; female n = 68) originally participated (89 enrolled in an esports program in their school and 99 acted as aged-matched controls), with 58 participants (n = 19 esports group; n = 39 controls) completing both pre- and post-program information. At baseline, no significant differences were found between youth e-athletes and their aged-matched controls. The analysis for the observation period showed a significant interaction effect for the PYD confidence scale, with post-hoc comparisons showing a significant decrease in the control group from pre- to post assessment whereas the esports group remained the same. Time main effects showed a decrease in the self-regulation motivation factor, PYD connection factor and PA for all participants. Overall, this study showed that students enrolled in their respective school esports program did not differ from those who did not in self-regulation, growth mindset, PYD, perceived health and PA, and sport behaviour. It was likely that all participants showed a decrease in motivation, connection, and PA due to COVID19 lockdown during the study period. This study is the first to investigate the longitudinal impact of student involvement in high school esports and showed that esports participation did not have a negative impact on any health or psychological factors.
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Affiliation(s)
- Michael G. Trotter
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Tristan J. Coulter
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Paul A. Davis
- Department of Psychology, Umeå University, Umeå, Sweden
| | - Dylan R. Poulus
- School of Health and Human Sciences, Southern Cross University, Bilinga, QLD, Australia
| | - Remco Polman
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
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11
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Okinaka M, Wada T. The effect of static stretching on key hits and subjective fatigue in eSports. J Phys Ther Sci 2021; 33:891-897. [PMID: 34873369 PMCID: PMC8636918 DOI: 10.1589/jpts.33.891] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/28/2021] [Accepted: 09/08/2021] [Indexed: 11/24/2022] Open
Abstract
[Purpose] To explore the effects of static stretching for 20 s on key hits and
subjective fatigue in an eSports-like setting. [Participants and Methods] The participants
comprised of 15 healthy males who were instructed to hit a particular key on a computer
keyboard using the left ring finger to achieve the maximum number of hits possible over a
period of 30 s. Subjective fatigue of the forearm was assessed using a visual analog scale
(VAS) before the experiment and after each trial. Trials 1, 2, and 3 were conducted in
succession, with an inter-trial interval of 60 s to ensure a loaded state. Static
stretching for 20 s preceded Trial 4. [Results] Over the first three trials, the number of
key hits in the first 10 s gradually decreased, while the feeling of subjective fatigue
gradually increased. After stretching, the number of key hits in the first 10 s of Trial 4
was similar to that observed in Trial 1, and there was no increase in subjective fatigue.
[Conclusion] Static stretching for 20 s restored the number of key hits for 10 s after
stretching to that before the load application and suppressed the increase in subjective
fatigue.
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Affiliation(s)
- Miyono Okinaka
- Degree Programs in Comprehensive Human Sciences, Doctoral Program in Sports Medicine, Graduate School of Comprehensive Human Sciences, University of Tsukuba: 1-29-3 Otsuka, Bunkyou-ku, Tokyo 112-0012, Japan
| | - Tsunehiko Wada
- Degree Programs in Comprehensive Human Sciences, Doctoral Program in Sports Medicine, Graduate School of Comprehensive Human Sciences, University of Tsukuba: 1-29-3 Otsuka, Bunkyou-ku, Tokyo 112-0012, Japan
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12
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Lieberoth A, Fiskaali A. Can Worried Parents Predict Effects of Video Games on Their Children? A Case-Control Study of Cognitive Abilities, Addiction Indicators and Wellbeing. Front Psychol 2021; 11:586699. [PMID: 33536966 PMCID: PMC7848848 DOI: 10.3389/fpsyg.2020.586699] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2020] [Accepted: 11/23/2020] [Indexed: 11/13/2022] Open
Abstract
Many parents worry over their children’s gaming habits, but to what extent do such worries match any detrimental effects of excessive gaming? We attempted to answer this question by comparing children of highly concerned parents with other adolescents of the same age. A cohort of parents who identified as highly concerned over their children’s video game habits were recruited for a public study in collaboration with a national television network. Using an online experimental platform in conjunction with surveys of parents’ beliefs and attitudes, we compared their children to age-matched peers in an exploratory case-control study. The scores of children with highly concerned parents on tests of cognitive control (cued task-switching and Iowa Gambling Task) and psychological wellbeing (WHO-5) were statistically similar to controls, suggesting no selective cognitive or psychological detriments from gaming or otherwise in the cases with concerned parents. The case group, however, did spend more time gaming, and scored higher than controls on problem gaming indicators (Gaming Addiction Scale), which also correlated negatively with wellbeing. Within the case group, wellbeing effects seemed mainly to consist in issues of relaxation and sleep, and related to gaming addiction indicators of playing to forget real-world problems, and the feeling of neglecting non-gaming activities. Where most results of research staged for TV never get published, making it difficult to interpret both methods and results, this paper describes findings and participant recruitment in detail. The relationship between parental concern and children’s gaming is discussed, as is the merits and challenges of research conducted with media, such as TV programs and their recruited on-screen participants.
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Affiliation(s)
- Andreas Lieberoth
- Interacting Minds Centre, Aarhus University, Aarhus, Denmark.,Danish School of Education, Aarhus University, Aarhus, Denmark
| | - Anne Fiskaali
- Department of Psychology and Behavioural Sciences, Aarhus BSS, Aarhus University, Aarhus, Denmark
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Lam ATW, Perera TP, Quirante KBA, Wilks A, Ionas AJ, Baxter GD. E-athletes’ lifestyle behaviors, physical activity habits, and overall health and wellbeing: a systematic review. PHYSICAL THERAPY REVIEWS 2020. [DOI: 10.1080/10833196.2020.1843352] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Affiliation(s)
- Athena T. W. Lam
- School of Physiotherapy, University of Otago, Dunedin, New Zealand
| | | | | | - Antonia Wilks
- School of Physiotherapy, University of Otago, Dunedin, New Zealand
| | - Abbie J. Ionas
- School of Physiotherapy, University of Otago, Dunedin, New Zealand
| | - G. David Baxter
- School of Physiotherapy, University of Otago, Dunedin, New Zealand
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Yin K, Zi Y, Zhuang W, Gao Y, Tong Y, Song L, Liu Y. Linking Esports to health risks and benefits: Current knowledge and future research needs. JOURNAL OF SPORT AND HEALTH SCIENCE 2020; 9:485-488. [PMID: 32417192 PMCID: PMC7749245 DOI: 10.1016/j.jshs.2020.04.006] [Citation(s) in RCA: 21] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/13/2020] [Revised: 03/11/2020] [Accepted: 03/25/2020] [Indexed: 05/08/2023]
Affiliation(s)
- Keyi Yin
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Yahua Zi
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Wei Zhuang
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Yang Gao
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Yao Tong
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Linjie Song
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China
| | - Yu Liu
- School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China.
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Trotter MG, Coulter TJ, Davis PA, Poulus DR, Polman R. The Association between Esports Participation, Health and Physical Activity Behaviour. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17197329. [PMID: 33049914 PMCID: PMC7579013 DOI: 10.3390/ijerph17197329] [Citation(s) in RCA: 21] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 08/04/2020] [Revised: 09/25/2020] [Accepted: 10/01/2020] [Indexed: 12/17/2022]
Abstract
We investigated the association between obesity, self-reported physical activity, cigarette smoking, alcohol consumption, and perceived health in esports players, and the influence of player in-game rank. Data was collected with an online survey with an international participant sample of esports players representing five esports and all skill levels (n = 1772). Esports players were more likely to be categorized as normal weight, or obesity class 2 and 3 and as non-smokers (92%) and non-drinkers (65.1%) compared to international reference data. Esports players met international physical activity guidelines less than global general population. Esports players ranked in the top 10% were more physically active compared to the remaining esports players. As esports player in-game rank increased, so did the amount of time spent playing esports. Although esports players appear generally healthy, a small group was significantly obese and most esports players did not meet physical activity guidelines, indicating potential future health risks.
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Affiliation(s)
- Michael G Trotter
- Faculty of Health, School of Exercise and Nutrition Sciences, Health Faculty, Queensland University of Technology, Brisbane QLD 4059, Australia; (T.J.C.); (D.R.P.); (R.P.)
- Correspondence:
| | - Tristan J. Coulter
- Faculty of Health, School of Exercise and Nutrition Sciences, Health Faculty, Queensland University of Technology, Brisbane QLD 4059, Australia; (T.J.C.); (D.R.P.); (R.P.)
| | - Paul A Davis
- Department of Psychology, Umeå University, 901 87 Umeå, Sweden;
| | - Dylan R Poulus
- Faculty of Health, School of Exercise and Nutrition Sciences, Health Faculty, Queensland University of Technology, Brisbane QLD 4059, Australia; (T.J.C.); (D.R.P.); (R.P.)
| | - Remco Polman
- Faculty of Health, School of Exercise and Nutrition Sciences, Health Faculty, Queensland University of Technology, Brisbane QLD 4059, Australia; (T.J.C.); (D.R.P.); (R.P.)
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