Demographics and health behavior of video game and eSports players in Germany : the eSports study 2019

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Bibliographische Detailangaben
Deutscher übersetzter Titel:Demografie und Gesundheitsverhalten bei Spieler von Videospielen und eSportlern in Deutschland : die eSports-Studie 2019
Autor:Rudolf, Kevin; Bickmann, Peter; Froböse, Ingo; Tholl, Chuck; Wechsler, Konstantin Clemens; Grieben, Christopher
Erschienen in:International journal of environmental research and public health
Veröffentlicht:17 (2020), 6, Art.-ID 1870, [14 S.], Lit.
Format: Literatur (SPOLIT)
Publikationstyp: Zeitschriftenartikel
Medienart: Elektronische Ressource (online) Gedruckte Ressource
Sprache:Englisch
ISSN:1660-4601, 1661-7827
DOI:10.3390/ijerph17061870
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Erfassungsnummer:PU202108006120
Quelle:BISp

Abstract des Autors

The number of video game and eSports players is steadily rising. Since little is known about their health behavior to date, the present study examines the demographics and health behavior of video game and eSports players. In this cross-sectional study, data on demographics, health status, physical activity, nutrition, sleep, and video game usage were assessed via a web-based survey of n = 1066 players (91.9% male; 22.9 ± 5.9 years; body mass index (BMI): 24.6 ± 4.8 kg/m²) in Germany in 2018. The majority of respondents (95%) reported a good to excellent health status. Two thirds (66.9%) engaged in moderate to vigorous physical activity for more than 2.5 h/week. The average duration of sitting and sleep time was 7.7 ± 3.6 h/day and 7.1 ± 1.3 h/day, respectively. Mean fruit and vegetable consumption was 2.7 ± 1.8 portions/day. Video games were played for 24.4 ± 15.9 h/week on average. Partial Spearman correlations revealed poor positive associations of video game play time to sedentary behavior (rho = 0.15; p < 0.01) and BMI (rho = 0.11; p < 0.01), as well as a poor negative association to self-reported health status (rho = −0.14; p < 0.01). These results indicate the good subjective health of this target group. Nevertheless, the high amount of video game play time and its poor negative association to health status indicate a need for specific health promotion strategies for this target group.