Journals / Spor Bilimleri Araştırmaları Dergisi / 2023 / Cilt: 8 Sayı: 3

Physical Activity in Turkish Esports Players: Age Differences Approach

Egemen Mancı(IZMIR DEMOCRACY UNIVERSITY)0000-0001-8965-4884
Erkan Günay(CELAL BAYAR UNIVERSITY)0000-0003-2199-9987
Pages
763–774
Publication Date
2023-10-31
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Results showed that there was a significant effect of age on gaming years, F(2, 370) = 19.84, p < .001, ω2 = .09 (medium effect), high-level physical activity F(2, 370) = 3.33, p < .05, ω2 = .01 (small effect) and sitting time scores F(2, 370) = 6.15, p < .01, ω2 = .02.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Esports, which is a sport with high cognitive load, is thought to have certain dark side points from a sustainable health perspective due to the prolonged seated position.
📊
Key Findings & Data:The research included 373 esports players between the ages of 14-25 residing in different cities of Turkey.
💡
Conclusion & Impact:Results showed that there was a significant effect of age on gaming years, F(2, 370) = 19.84, p < .001, ω2 = .09 (medium effect), high-level physical activity F(2, 370) = 3.33, p < .05, ω2 = .01 (small effect) and sitting time scores F(2, 370) = 6.15, p < .01, ω2 = .02.
🔬Design:Survey & Empirical Study
📍Scope:Comprehensive Sample
⚙️Variables:Esports · Physical activity · Video games

Abstract

Esports, which is a sport with high cognitive load, is thought to have certain dark side points from a sustainable health perspective due to the prolonged seated position. In this study, the focus has been on addressing the dark points through the physical activity levels and daily gaming durations of Turkish esports players. The research included 373 esports players between the ages of 14-25 residing in different cities of Turkey. The participants were divided into 3 categories: Adolescents (14-16), Late Adolescents (17-19), and Adults (20-24). The participants' demographic information, International Physical Activity Questionnaire (IPAQ) data, and daily gaming durations were collected through a web-based survey program. IPAQ and gaming times were separately analyzed using one-way independent measures ANOVA to compare three different age groups (Adolescent, Late Adolescent, and Young Adult). Results showed that there was a significant effect of age on gaming years, F(2, 370) = 19.84, p < .001, ω2 = .09 (medium effect), high-level physical activity F(2, 370) = 3.33, p < .05, ω2 = .01 (small effect) and sitting time scores F(2, 370) = 6.15, p < .01, ω2 = .02. The study results indicate that as years of e-gaming experience increase, it reveals the risk of 'professionalization '-based sedentary behavior.

Özet

Esports, which is a sport with high cognitive load, is thought to have certain dark side points from a sustainable health perspective due to the prolonged seated position. In this study, the focus has been on addressing the dark points through the physical activity levels and daily gaming durations of Turkish esports players. The research included 373 esports players between the ages of 14-25 residing in different cities of Turkey. The participants were divided into 3 categories: Adolescents (14-16), Late Adolescents (17-19), and Adults (20-24). The participants' demographic information, International Physical Activity Questionnaire (IPAQ) data, and daily gaming durations were collected through a web-based survey program. IPAQ and gaming times were separately analyzed using one-way independent measures ANOVA to compare three different age groups (Adolescent, Late Adolescent, and Young Adult). Results showed that there was a significant effect of age on gaming years, F(2, 370) = 19.84, p < .001, ω2 = .09 (medium effect), high-level physical activity F(2, 370) = 3.33, p < .05, ω2 = .01 (small effect) and sitting time scores F(2, 370) = 6.15, p < .01, ω2 = .02. The study results indicate that as years of e-gaming experience increase, it reveals the risk of 'professionalization '-based sedentary behavior.

🔖

Cite This Article

Mancı, E., Günay, E. (2023). Physical Activity in Turkish Esports Players: Age Differences Approach. Spor Bilimleri Araştırmaları Dergisi, Cilt: 8 Sayı: 3, 763–774. https://doi.org/10.25307/jssr.1352769

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (32)

  1. Adamus, T. (2012). Playing computer games as electronic sport: In search of a theoretical framework for a new research field. In Computer games and new media cultures: A handbook of digital games studies (pp. 477-490). Springer. https://doi.org/10.1007/978-94-007-2777-9_30
  2. Atakan, M. M., Li, Y., Koşar, Ş. N., Turnagöl, H. H., & Yan, X. (2021). Evidence-based effects of high-intensity interval training on exercise capacity and health: A review with historical perspective. International Journal of Environmental Research and Public Health, 18(13), 7201. https://doi.org/10.3390/ijerph18137201
  3. Craig, C. L., Marshall, A. L., Sjöström, M., Bauman, A. E., Booth, M. L., Ainsworth, B. E., Pratt, M., Ekelund, U., Yngve, A., & Sallis, J. F. (2003). International physical activity questionnaire: 12-country reliability and validity. Medicine & Science in Sports & Exercise, 35(8), 1381-1395. https://doi.org/10.1249/01.MSS.0000078924.61453.FB
  4. DiFrancisco-Donoghue, J., Werner, W. G., Douris, P. C., & Zwibel, H. (2022). Esports players, got muscle? Competitive video game players’ physical activity, body fat, bone mineral content, and muscle mass in comparison to matched controls. Journal of Sport and Health Science, 11(6), 725-730. https://doi.org/10.1016/j.jshs.2020.07.006
  5. Dykstra, R., Koutakis, P., & Hanson, N. (2021). Relationship between physical fitness variables and reaction time in eSports Gamers. International Journal of eSports Research (IJER), 1(1), 1-14. https://doi.org/10.4018/IJER.288540
  6. Giakoni-Ramírez, F., Merellano-Navarro, E., & Duclos-Bastías, D. (2022). Professional esports players: Motivation and physical activity levels. International Journal of Environmental Research and Public Health, 19(4), 2256. https://doi.org/10.3390/ijerph19042256
  7. Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66. https://doi.org/10.1037/a0034857
  8. Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537. https://doi.org/10.1038/nature01647
  9. Grushko, A., Morozova, O., Ostapchuk, M., & Korobeynikova, E. (2021). Perceptual-cognitive demands of esports and team sports: A comparative study. Advances in cognitive research, artificial intelligence and neuroinformatics: Proceedings of the 9th international conference on cognitive sciences, Intercognsci-2020, October 10-16, 2020, Moscow, Russia 9 (36-43) https://doi.org/10.1007/978-3-030-71637-0_4
  10. Harding, N., & Noorbhai, H. (2021). Physical activity levels, lifestyle behaviour and musculoskeletal health profiles among seated video gamers during COVID-19. BMJ Open Sport & Exercise Medicine, 7(3), e001194. https://doi.org/10.1136/bmjsem-2021-001194
  11. Hygen, B. W., Belsky, J., Stenseng, F., Steinsbekk, S., Wichstrøm, L., & Skalicka, V. (2022). Longitudinal relations between gaming, physical activity, and athletic self-esteem. Computers in Human Behavior, 132, 107252. https://doi.org/10.1016/j.chb.2022.107252
  12. Kanaley, J. A., Colberg, S. R., Corcoran, M. H., Malin, S. K., Rodriguez, N. R., Crespo, C. J., Kirwan, J. P., & Zierath, J. R. (2022). Exercise/physical activity in individuals with type 2 diabetes: A consensus statement from the American College of Sports Medicine. Medicine and Science in Sports and Exercise, 54(2), 353-368. https://doi.org/10.1249/MSS.0000000000002800
  13. Kopp, J. I. (2017). Ejes para una investigación en deportes electrónicos. Revista Lúdicamente, 6(11), 18-34.
  14. Kowal, M., Toth, A. J., Exton, C., & Campbell, M. J. (2018). Different cognitive abilities displayed by action video gamers and non-gamers. Computers in Human Behavior, 88, 255-262. https://doi.org/10.1016/j.chb.2018.07.010
  15. Mancı, E. (2022). Esporda bilişsel performans. In Egemen Mancı, Seyhan Bekir, Yasin Nuri Çakır (Ed.), Espora multidisipliner yaklaşimlar (1. Edition, pp. 113-120). Nobel Bilimsel Eserler. https://doi.org/10.5281/zenodo.8217239
  16. McGeechan, K., Liew, G., Macaskill, P., Irwig, L., Klein, R., Klein, B. E., & Wong, T. Y. (2009). Prediction of incident stroke events based on retinal vessel caliber: A systematic review and individual-participant meta-analysis. American Journal of Epidemiology, 170(11), 1323-1332. https://doi.org/10.1093/aje/kwp306
  17. McKay, A. K., Stellingwerff, T., Smith, E. S., Martin, D. T., Mujika, I., Goosey-Tolfrey, V. L., Sheppard, J., & Burke, L. M. (2022). Defining training and performance caliber: A participant classification framework. International Journal of Sports Physiology and Performance, 17(2), 317-331. https://doi.org/10.1123/ijspp.2021-0451
  18. McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical exercise and performance in esports players: An initial systematic review. Journal of Electronic Gaming and Esports, 1,(1),1-11. https://doi.org/10.1123/jege.2022-0014
  19. Spor Hizmetleri Genel Müdürlüğü (SHGM), (2023). Sporcu sayıları 2022. Retrieved 29.08.2023 from https://shgm.gsb.gov.tr/Sayfalar/175/105/Istatistikler
  20. Nicholson, M., Poulus, D., & McNulty, C. (2020). Letter in response to review: more physiological research is needed in esports. International Journal of Esports, 1(1), 311-6.
  21. Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: A systematic review. International Review of Sport and Exercise Psychology, 13(1), 319-352. https://doi.org/10.1080/1750984X.2020.1723122
  22. Pereira, A. M., Verhagen, E., Figueiredo, P., Seabra, A., Martins, A., & Brito, J. (2021). Physical activity levels of adult virtual football players. Frontiers in Psychology, 12, 1-8. https://doi.org/10.3389/fpsyg.2021.596434
  23. Rudolf, K., Bickmann, P., Froböse, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics and health behavior of video game and eSports players in Germany: The eSports study 2019. International Journal of Environmental Research and Public Health, 17(6), 1870. https://doi.org/10.3390/ijerph17061870
  24. Rudolf, K., Grieben, C., Achtzehn, S., & Froböse, I. (2016). Stress im esport–Ein einblick in training und wettkampf. In n.n.
  25. Saglam, M., Arikan, H., Savci, S., Inal-Ince, D., Bosnak-Guclu, M., Karabulut, E., & Tokgozoglu, L. (2010). International physical activity questionnaire: Reliability and validity of the Turkish version. Perceptual and Motor Skills, 111(1), 278-284. https://doi.org/10.2466/06.08.PMS.111.4.278-284
  26. Scharkow, M., Festl, R., Vogelgesang, J., & Quandt, T. (2015). Beyond the “core-gamer”: Genre preferences and gratifications in computer games. Computers in Human Behavior, 44, 293-298. https://doi.org/10.1016/j.chb.2014.11.020
  27. Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13-14), 1542-1560. https://doi.org/10.1080/0267257X.2013.822906
  28. Toth, A. J., Conroy, E., & Campbell, M. J. (2021). Beyond action video games: Differences in gameplay and ability preferences among gaming genres. Entertainment Computing, 38, 100408. https://doi.org/10.1016/j.entcom.2021.100408
  29. Valdez, P., Ramírez, C., & García, A. (2012). Circadian rhythms in cognitive performance: Implications for neuropsychological assessment. ChronoPhysiology and Therapy, 2, 81-92. https://doi.org/10.2147/CPT.S32586
  30. Wagner, M. G. (2006, June). On the scientific relevance of eSports. In International Conference on Internet Computing (pp. 437-442).
  31. Zimmer, P., Stritt, C., Bloch, W., Schmidt, F.-P., Hübner, S. T., Binnebößel, S., Schenk, A., & Oberste, M. (2016). The effects of different aerobic exercise intensities on serum serotonin concentrations and their association with Stroop task performance: a randomized controlled trial. European Journal of Applied Physiology, 116, 2025-2034. https://doi.org/10.1007/s00421-016-3456-1
  32. Zimmer, R. T., Haupt, S., Heidenreich, H., & Schmidt, W. F. (2022). Acute effects of esports on the cardiovascular system and energy expenditure in amateur esports players. Frontiers in Sports and Active Living, 4, 48. https://doi.org/10.3389/fspor.2022.824006