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1.
Article in English | MEDLINE | ID: mdl-37835124

ABSTRACT

The onset of COVID-19 coincided with the peak growth of video game usage, with 2.7 billion gamers in 2020. During the pandemic, gaming and streaming platforms offered an entertaining, social, and safe alternative to recreation during severe lockdowns and social isolations. This study aimed to examine the impact of the COVID-19 pandemic on health-related outcomes in self-proclaimed video gamers based on the type of lockdown experienced and to discuss the potential role of video games during times of preventive lockdown measures. This was a cross-sectional international survey constructed by two academic institutions, NYIT (NY, USA) and McGill University (Montreal, Canada), and Adamas Esports (BC, Canada). The survey consisted of questions including demographics, multiple choice, ratings, and Likert scales relating to the periods prior to and during the COVID-19 lockdowns. There were 897 respondents from North America (72.7%), Europe (10.9%), Asia (4.9%), and other countries (11.5%), with a mean age of 22 years. Significant increases in game time were reported in casual and competitive gamers during the first months of the pandemic. The level of gaming, type of lockdown, and physical activity level prior to the pandemic were examined as potential moderating factors. Significant increases in sedentary behaviors (video game time and sitting time) were observed, while physical activity levels remained unchanged in most participants, regardless of the type of lockdown. Sleep time, but not sleep quality, increased, while mental health exhibited opposing effects, influenced by the type of lockdown and gaming competition levels. Video games, when played moderately, could offer a cost-effective, safe strategy to promote socialization and mental health and improve the overall well-being of the non-gaming and gaming population during pandemic times when strict lockdowns are in place.


Subject(s)
COVID-19 , Video Games , Humans , Young Adult , Adult , Pandemics/prevention & control , Cross-Sectional Studies , COVID-19/epidemiology , COVID-19/prevention & control , Communicable Disease Control , Surveys and Questionnaires , Video Games/psychology
2.
Int J Exerc Sci ; 13(6): 1217-1227, 2020.
Article in English | MEDLINE | ID: mdl-33042380

ABSTRACT

Esports has rapidly increased in online play and viewing. A myriad of literature focuses on heart rate (HR) during traditional athletic competition, little research has addressed the HR responses of individuals playing esports and none in the esport: Fortnite. The purpose of this study was to compare the HR response during a 3-hour seated session of the esport: Fortnite to resting HR. Male college students (n = 23; age = 21 ± 1.8 years; BMI = 25.7 ± 3.9; Esport mean hours per week = 13 ± 8.7) were recruited to participate in the study. Mean and peak resting HR were collected during two HR measurements in a controlled laboratory setting. Additionally, participants wore the HR monitor to record mean and peak HR during their regular 3-hour esport: Fortnite session at home. Participants were also instructed to record their match statistics from each solo round. Separate paired sample t-tests were conducted to compare mean resting heart rate (rHR) vs. mean seated esport heart rate (eHR) and peak rHR vs. peak eHR. Pearson's r correlations were used to investigate relationships between variables. There was a statistically significant increase in mean eHR compared to mean rHR (76 ± 10 bpm vs. 70 ± 11 bpm; p < 0.05) and peak eHR compared to peak rHR (120 ± 16 bpm vs. 81 ± 11 bpm; p < 0.05). The average number of kills was 29 ± 18.6. This initial study suggests esport: Fortnite increases individuals seated HR, suggesting a physiological stressful event.

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