The aim: To investigate the prevalence of computer games among student athletes and the impact of computer game addiction on their lifestyle and cognitive functions.
Materials and methods: 125 students (age 17 to 26) took part in the study. Students were divided into groups: e-sportsmen (12 people), who have played for an average of 4,592 hours; athletes of various sports (31 people), who are fond of computer games; athletes (82 people), who do not play computer games. A lifestyle questionnaire and attention research methods based on Landolt rings (E. Landolt) were used.
Results: We did not set the task of finding reliable differences between groups, but to find out general tendencies. Athletes, who indicated, that they are fond of computer games, show a lower level of weekly motoric activity compared to athletes, who are not fond of computer games. Cyber-sportsmen demonstrated insufficient physical activity in order to maintain physical fitness and a healthy lifestyle, 17% of cyber-sportsmen did not have any physical activity, that lasted for half an hour or more at any time of the week. Cyber-athletes showed a general tendency towards worsening of indicators of quality of life (sleep duration, insomnia, headaches), deterioration of attention, if compared to the athletes of other sports.
Conclusions: Studies have shown that students, who combine computer games with a sufficient amount of motoric activity, have a tendency to better con¬centration of attention. Studies of the necessary parameters of motoric activity and the alternation of mental, physical activity and rest for e-athletes should be prospective.