Due to the potentially addictive characteristics of excessive gaming, the World Health Organization (WHO) came to include gaming disorder as a diagnosable disorder in the 11th International Classification of Diseases (ICD-11) in 2018 (World Health Organization, 2020). The growing interest in video gaming and eSports has also resulted in some significant downsides. The current COVID-19 pandemic could accelerate this trend: most recent studies show a significant increase in gaming and screen-based activities during the pandemic (Colley et al., 2020 DAK Gesundheit, 2020). According to a current market report (Newzoo, 2020a), the global eSports audience will grow to 495 million people in 2020. The numbers of the global eSports audience and active eSports players are rising every year (Newzoo, 2020b). Various structures such as federations and organizations are emerging, global companies are investing in eSports and general gaming, as well as eSports, is becoming increasingly popular in society as a recreational activity. Video gaming and competitive video gaming, also known as eSports, have been gaining global attention in recent years. Consequently, media campaigns that address health promotion in this target group should use the platforms of digital media instead. In addition, the target group consumed high amounts of digital media in reference to gaming, while traditional media consumption was distinctly low. However, the high amounts of screen-based media-consumption, as well as the moderate stress and wellbeing levels show potential for improvement. The results indicate good subjective health and health behavior of the target group. Linear regressions revealed no relevant significant associations. 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. 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). 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%). The average sedentary and physical activity time was 7.2 ± 3.5 h/day and 8.8 ± 10.7 h/week, respectively. Almost all respondents classified their health status as “good” or better (92.5%). Linear regressions were used to examine the relation between media consumption, wellbeing and stress. Descriptive statistics were performed on all questions. 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/m 2) who provided data regarding their health status, physical activity, sleep, media consumption, stress and wellbeing via a web-based survey. 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. 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. The popularity of video gaming and eSports is increasing rapidly.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |