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 = 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; < 0.01) and BMI (rho = 0.11; < 0.01), as well as a poor negative association to self-reported health status (rho = -0.14; < 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.
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http://dx.doi.org/10.3390/ijerph17061870 | DOI Listing |
Actas Esp Psiquiatr
March 2025
Psychology Faculty, Bard College, Annandale on Hudson, NY 12504, USA.
Background: Today, computer games have become one of the most popular forms of entertainment, especially among teenagers. While games may have various benefits, video games are shown to have different consequences for players, especially those who are younger, and can be highly addictive. The present research investigated the effect of computer game addiction on anxiety and depression in adolescents with the mediating role of social support.
View Article and Find Full Text PDFFront Psychol
February 2025
Physical Education and Sports Department, Faculty of Sport Sciences, Hitit University, Çorum, Türkiye.
Introduction: The relationship between students' smartphone addiction, social media use, video games play, and their academic performance has been widely studied, yet the existing literature presents inconsistent findings. This meta-analysis synthesizes current research to provide a comprehensive examination of the impact of these technologies on academic achievement.
Methods: A total of 63 studies (yielding 64 effect sizes) were included, encompassing a sample of 124,166 students from 28 countries.
Sleep Med
March 2025
Department of Psychology, University of Campania "Luigi Vanvitelli", Caserta, Italy.
Introduction: The ever-growing diffusion of video games (VG) prompts to investigate their effects on health. While different studies exist on the topic, their results are difficult to interpret, probably because modulating factors have been mostly neglected. Here, we explore VG type and gamers' experience levels by assessing the impact of a violent VG on sleep, cognitive functioning, and psychological well-being in a sample of non-gamers.
View Article and Find Full Text PDFNat Commun
March 2025
Department of Psychology, University of Cambridge, Cambridge, UK.
An increasing number of real-world interventions aim to preemptively protect or inoculate people against misinformation. Inoculation research has demonstrated positive effects on misinformation resilience when measured immediately after treatment via messages, games, or videos. However, very little is currently known about their long-term effectiveness and the mechanisms by which such treatment effects decay over time.
View Article and Find Full Text PDFTrends Ecol Evol
March 2025
Department of Biological Sciences, Université du Québec à Montréal, Montreal, QC, Canada; Centre for Ecology and Conservation, University of Exeter, Cornwall, UK.
Behavior shapes population and community dynamics through feedbacks with habitat configuration and interaction networks. Work on this interplay includes longitudinal surveys, experiments, and models. Multiplayer online video games foster real-time interactions among lots of players in virtual spaces.
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