Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019
Abstract
:1. Introduction
2. Materials and Methods
2.1. Study Design and Setting
2.2. Participants
2.3. Measures
2.4. Statistical Analyses
3. Results
3.1. Participants
3.2. Demographic Data
3.3. Health Behavior
3.4. Video Game Usage
3.5. Respondents’ Opinion on Influencing Factors of eSports Performance
3.6. Associations between Health Behavior and Video Game Play Time
4. Discussion
4.1. Key Results
4.2. Limitations
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Group | Age 1 [years] Mean (SD) | Gender 2 [“male”] n (%) | BMI 3 [kg/m²] Mean (SD) | Education 2 [“higher education entrance qualification or higher”] n (%) | Employment 2 [“full-time employment”] n (%) |
---|---|---|---|---|---|
Total sample (n = 1066) | 22.9 (5.9) | 980 (91.9) | 24.6 (4.8) | 556 (52.5) | 348 (32.6) |
Professional players (n = 14) | 22.9 (5.0) | 12 (85.7) | 23.1 (4.9) | 5 (35.7) | 1 (7.1) F,R,O |
Former professional players (n = 33) | 26.1 (5.8)A,R | 33 (100.0) O | 26.0 (5.2) | 16 (48.5) | 17 (51.5) P,A,R |
Amateurs (n = 355) | 22.1 (5.0)F,O | 342 (96.3) R,O | 25.0 (5.1) | 162 (51.3) | 106 (29.9) F,O |
Regular players (n = 577) | 22.8 (6.1)F | 521 (90.3) A,O | 24.4 (4.6) | 307 (53.2) | 188 (32.6) P,F |
Occasional players (n = 87) | 25.0 (7.6)A | 72 (82.8) F,A,R | 24.6 (4.2) | 46 (52.8) | 36 (41.4) P,A |
Sig. | < 0.01 | < 0.01 | 0.08 | 0.07 | < 0.01 |
Group | Health Status [mode] n (%) | Physical Activity [mode] n (%) | Sedentary Behavior [hours/day] Mean (SD) | Sleep Time [hours/night] Mean (SD) | Sleep Quality [mode] n (%) | Fruit and Vegetable Consumption [portions/day] Mean (SD) |
---|---|---|---|---|---|---|
Total sample (n = 1066) | “good” 412 (38.6) | “2.51–5 h per week” 357 (33.5) | 7.7 (3.6) | 7.1 (1.3) | “quite good” 642 (60.2) | 2.7 (1.8) |
Professional players (n = 14) | “good” 6 (42.9) | “more than 5 h per week” 7 (50.0) | 7.3 (3.3) | 7.8 (1.3)F | “quite good” 7 (50.0) | 3.5 (2.2) |
Former professional players (n = 33) | “very good” 13 (39.4) | “2.51–5 h per week” 10 (30.3) | 7.6 (3.9) | 6.7 (1.4)P | “quite good” 15 (45.5) | 3.0 (2.2) |
Amateurs (n = 355) | “good” 146 (41.1) | “2.51–5 h per week” 126 (35.5) | 8.0 (3.7) | 7.2 (1.3) | “quite good” 208 (58.6) | 2.6 (1.7) |
Regular players (n = 577) | “very good” 228 (39.5) | “2.51–5 h per week” 191 (33.1) | 7.7 (3.6) | 7.0 (1.3) | “quite good” 361 (62.6) | 2.7 (1.8) |
Occasional players (n = 87) | “very good” 39 (44.8) | “more than 5 h per week” 29 (33.3) | 7.0 (3.1) | 7.2 (1.1) | “quite good” 51 (58.6) | 2.8 (1.4) |
Sig. | 0.90 | 0.84 | 0.34 | 0.04 | 0.02* | 0.46 |
Game Title | Frequency n (%) |
---|---|
Counter-Strike: Global Offensive | 522 (49.0) |
League of Legends | 157 (14.7) |
PlayerUnknown’s Battlegrounds | 51 (4.8) |
Fortnite—Battle Royale | 50 (4.7) |
FIFA Series | 45 (4.2) |
Dota 2 | 43 (4.0) |
Overwatch | 24 (2.3) |
Rainbow Six Siege | 21 (2.0) |
Rocket League | 19 (1.8) |
World of Warcraft | 12 (1.1) |
Other games * | 122 (11.5) |
Group | Play Time 1 [hours/week] Mean (SD) | Structured Training 2 [“yes”] n (%) | Form of Training [mode] n (%) | % of Overall Training Time that Takes Place at the PC/console ³ Mean (SD) |
---|---|---|---|---|
Total sample (n = 978) * | 24.4 (15.9) | 295 (30.2) | “training with friends” 133 (45.1) | 90 (16.8) |
Professional players (n = 14) | 28.6 (12.0) | 8 (57.1) R | “training alone and/or with random opponents/players” 4 (50.0) | 91.0 (11.1) |
Former professional players (n = 33) | 25.3 (20.1) | 17 (51.5) R | “training in a team without a coach” 7 (41.2) | 84.2 (21.6) |
Amateurs (n = 355) | 28.4 (16.6) R | 206 (58.4) R | “training in a team without a coach” 97 (47.1) | 89.4 (13.8) |
Regular players (n = 576) | 21.7 (14.7) A | 64 (11.1) P,F,A | “training with friends” 47 (73.4) | 80.7 (22.4) |
Sig. | <0.01 | <0.01 | - | 0.12 |
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Rudolf, K.; Bickmann, P.; Froböse, I.; Tholl, C.; Wechsler, K.; Grieben, C. Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019. Int. J. Environ. Res. Public Health 2020, 17, 1870. https://doi.org/10.3390/ijerph17061870
Rudolf K, Bickmann P, Froböse I, Tholl C, Wechsler K, Grieben C. Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019. International Journal of Environmental Research and Public Health. 2020; 17(6):1870. https://doi.org/10.3390/ijerph17061870
Chicago/Turabian StyleRudolf, Kevin, Peter Bickmann, Ingo Froböse, Chuck Tholl, Konstantin Wechsler, and Christopher Grieben. 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, no. 6: 1870. https://doi.org/10.3390/ijerph17061870
APA StyleRudolf, 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