随意的
俱乐部
运动员
心理学
电子游戏
物理疗法
医学
多媒体
计算机科学
政治学
解剖
法学
作者
Bryan Dowdell,Andrew Lepp,Brian H. Yim,Jacob E. Barkley
出处
期刊:
[Human Kinetics]
日期:2024-01-01
卷期号:2 (1)
被引量:11
标识
DOI:10.1123/jege.2023-0012
摘要
Literature and governing agencies refer to gamers who partake in esports as “esports athletes,” and research suggests that exercise may be a beneficial component of esports training. Yet esports athletes are stereotyped similarly to casual gamers, for example, sedentary and not physically active. The purpose of this research was to compare physical activity and sedentary behavior between esports athletes on a team or club and casual gamers. Data were collected via an online survey ( N = 532 total; n = 172 women). The survey assessed physical activity behaviors (i.e., International Physical Activity Questionnaire), time spent playing games, and esports affiliation. Independent samples t tests and analysis of variance were used for comparisons. Esports athletes on a team or club reported significantly more ( F = 67.99, p < .001) physical activity (5,706 ± 4,558 metabolic equivalent min/week) compared to casual gamers (2,738 ± 2,792 metabolic equivalent min/week). There was a significant interaction between the effects of gender and group ( F = 5.680, p = .018) on vigorous physical activity. Esports athletes on a team or club also reported significantly less ( F = 77.436, p < .001) sedentary behavior compared to casual gamers. There was no reported difference in time spent playing video games between groups ( t = 1.416, p = .157). In conclusion, esports athletes on a team or club were more physically active and less sedentary than their casual counterparts.
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