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.
Human multitasking is typically studied by repeatedly presenting two tasks, either sequentially (task switch paradigms) or overlapping in time (dual-task paradigms). This is different from everyday life, which typically presents an ever-changing sequence of many different tasks. Realistic multitasking therefore requires an ongoing orchestration of task switching and dual-tasking. Here we investigate whether the age-related decay of multitasking, which has been documented with pure task-switch and pure dual-task paradigms, can also be quantified with a more realistic car driving paradigm. 63 young (20–30 years of age) and 61 older (65–75 years of age) participants were tested in an immersive driving simulator. They followed a car that occasionally slowed down and concurrently executed a mixed sequence of loading tasks that differed with respect to their sensory input modality, cognitive requirements and motor output channel. In two control conditions, the car-following or the loading task were administered alone. Older participants drove more slowly, more laterally and more variably than young ones, and this age difference was accentuated in the multitask-condition, particularly if the loading task took participants’ gaze and attention away from the road. In the latter case, 78% of older drivers veered off the road and 15% drove across the median. The corresponding values for young drivers were 40% and 0%, respectively. Our findings indicate that multitasking deteriorates in older age not only in typical laboratory paradigms, but also in paradigms that require orchestration of dual-tasking and task switching. They also indicate that older drivers are at a higher risk of causing an accident when they engage in a task that takes gaze and attention away from the road.
Laboratory-based research revealed that gait involves higher cognitive processes, leading to performance impairments when executed with a concurrent loading task. Deficits are especially pronounced in older adults. Theoretical approaches like the multiple resource model highlight the role of task similarity and associated attention distribution problems. It has been shown that in cases where these distribution problems are perceived relevant to participant's risk of falls, older adults prioritize gait and posture over the concurrent loading task. Here we investigate whether findings on task similarity and task prioritization can be transferred to an ecologically valid scenario. Sixty-three younger adults (20–30 years of age) and 61 older adults (65–75 years of age) participated in a virtual street crossing simulation. The participants' task was to identify suitable gaps that would allow them to cross a simulated two way street safely. Therefore, participants walked on a manual treadmill that transferred their forward motion to forward displacements in a virtual city. The task was presented as a single task (crossing only) and as a multitask. In the multitask condition participants were asked, among others, to type in three digit numbers that were presented either visually or auditorily. We found that for both age groups, street crossing as well as typing performance suffered under multitasking conditions. Impairments were especially pronounced for older adults (e.g., longer crossing initiation phase, more missed opportunities). However, younger and older adults did not differ in the speed and success rate of crossing. Further, deficits were stronger in the visual compared to the auditory task modality for most parameters. Our findings conform to earlier studies that found an age-related decline in multitasking performance in less realistic scenarios. However, task similarity effects were inconsistent and question the validity of the multiple resource model within ecologically valid scenarios.
Quick reactions are considered important in both, traditional and electronic sports and research findings suggest that reaction time can be optimized by both sports activity and playing action video games. In this study, reaction and motor times of 18 professional and 21 non-professional eSports players from different genres and 36 non-professional traditional sportsmen were compared using the Vienna Test System. No differences between the groups were found in simple visual, acoustic, and choice reaction times. Differentiated by game genre, players from sports simulations had significantly shorter reaction times than MOBA players in the acoustic and choice reaction test. The results of this study suggest that traditional sports and eSports may improve reaction times to a similar amount. Furthermore, various game genres require different reaction times or may affect related abilities in different ways.
The popularity of video gaming and eSports is increasing rapidly. 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. 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. 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/m2) who provided data regarding their health status, physical activity, sleep, media consumption, stress and wellbeing via a web-based survey. Descriptive statistics were performed on all questions. Linear regressions were used to examine the relation between media consumption, wellbeing and stress. Almost all respondents classified their health status as “good” or better (92.5%). The average sedentary and physical activity time was 7.2 ± 3.5 h/day and 8.8 ± 10.7 h/week, respectively. 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%). 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). 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. Linear regressions revealed no relevant significant associations. The results indicate good subjective health and health behavior of the target group. However, the high amounts of screen-based media-consumption, as well as the moderate stress and wellbeing levels show potential for improvement. In addition, the target group consumed high amounts of digital media in reference to gaming, while traditional media consumption was distinctly low. Consequently, media campaigns that address health promotion in this target group should use the platforms of digital media instead.
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