Exploring Health Behaviors In College Adult Gamers And Non-gamers: A Pilot Study

The increasing popularity of video games has given rise to a burgeoning population of video-gamers (gamers). With thousands of high schools and universities across the U.S. adopting teams and programs to support gamer clubs and esports, there is a large, growing population of gamers that until recently has largely been unstudied. Are there differences between college gamers and non-gamers in health behaviors such as sleep or diet? PURPOSE: To preliminary investigate health behaviors and traits, specifically gamer identity, weekly hours played, sleep quality, daily caloric intake, caffeine intake, and body mass index (BMI) between two college student identities: gamers and non-gamers. This current analysis is part of an ongoing, longitudinal study. METHODS: Data was collected via validated questionnaires, batteries, and three standard ASA24 dietary recalls from university students on campus (N = 44 total, n = 14 females, 21.8 ± 2.6 years old) in two different groups: self-identified gamers who are part of the university esports clubs and gaming community (n = 27) and self-identified non-gamers (n = 17). Independent samples t-tests were used to compare gamers versus non-gamers. RESULTS: Interestingly, there was a significant difference in age (gamers = 20.7 ± 2.5; non-gamers = 23.4 ± 1.8; p < 0.001). As expected, there was a significant difference (p < 0.001) in gamer identity (1-7 Likert scale battery) and weekly gaming hours (gamers = 5.5 gamer identity and 21.6 ± 9.3 weekly gaming hours; non-gamers = 1.3 gamer identity and 1.6 ± 3.9 weekly gaming hours). There was no significant difference in BMI between groups (gamers = 25.7 ± 5.2; non-gamers = 24.8 ± 2.4; p = 0.533). There was no significant difference in average daily calorie intake between groups (gamers = 2163 ± 580 kcal; non-gamers = 1978 ± 363 kcal; p = 0.366) and no significant difference in average daily caffeine intake (gamers = 49 ± 90 mgs; non-gamers = 57 ± 53 mgs; p = 0.787). Lastly, there was no significant difference in Pittsburgh Sleep Quality Index scores between groups (gamers = 6.6 ± 2.6; non-gamers = 5.4 ± 2.2; p = 0.149); interestingly both groups were above the score threshold of five indicating poor sleep quality. CONCLUSION: In this preliminary sample, there was no significant difference in health traits and behaviors amongst college gamers and non-gamers. Funding for data collection was provided by a Weber State University RSPG Adjunct Grant and Office of Undergraduate Research Grant.

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Journal
Medicine & Science in Sports & Exercise
Published
2024-09-16
DOI
https://doi.org/10.1249/01.mss.0001059984.69023.fd
Primary Topic
Impact of Technology on Adolescents
Type
article
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article

Exploring Health Behaviors In College Adult Gamers And Non-gamers: A Pilot Study

Bryan Dowdell, Anthony F. Ludwig, Spencer Richard Thompson, Ty Christensen et al.
Medicine & Science in Sports & Exercise
Impact of Technology on Adolescents
article

Exploring Health Behaviors In College Adult Gamers And Non-gamers: A Pilot Study

Bryan Dowdell, Anthony F. Ludwig, Spencer Richard Thompson, Ty Christensen, Taylor Rumsey, Preston Foote, Jesus Tomasi, Mason Masters
article en

Abstract

The increasing popularity of video games has given rise to a burgeoning population of video-gamers (gamers). With thousands of high schools and universities across the U.S. adopting teams and programs to support gamer clubs and esports, there is a large, growing population of gamers that until recently has largely been unstudied. Are there differences between college gamers and non-gamers in health behaviors such as sleep or diet? PURPOSE: To preliminary investigate health behaviors and traits, specifically gamer identity, weekly hours played, sleep quality, daily caloric intake, caffeine intake, and body mass index (BMI) between two college student identities: gamers and non-gamers. This current analysis is part of an ongoing, longitudinal study. METHODS: Data was collected via validated questionnaires, batteries, and three standard ASA24 dietary recalls from university students on campus (N = 44 total, n = 14 females, 21.8 ± 2.6 years old) in two different groups: self-identified gamers who are part of the university esports clubs and gaming community (n = 27) and self-identified non-gamers (n = 17). Independent samples t-tests were used to compare gamers versus non-gamers. RESULTS: Interestingly, there was a significant difference in age (gamers = 20.7 ± 2.5; non-gamers = 23.4 ± 1.8; p < 0.001). As expected, there was a significant difference (p < 0.001) in gamer identity (1-7 Likert scale battery) and weekly gaming hours (gamers = 5.5 gamer identity and 21.6 ± 9.3 weekly gaming hours; non-gamers = 1.3 gamer identity and 1.6 ± 3.9 weekly gaming hours). There was no significant difference in BMI between groups (gamers = 25.7 ± 5.2; non-gamers = 24.8 ± 2.4; p = 0.533). There was no significant difference in average daily calorie intake between groups (gamers = 2163 ± 580 kcal; non-gamers = 1978 ± 363 kcal; p = 0.366) and no significant difference in average daily caffeine intake (gamers = 49 ± 90 mgs; non-gamers = 57 ± 53 mgs; p = 0.787). Lastly, there was no significant difference in Pittsburgh Sleep Quality Index scores between groups (gamers = 6.6 ± 2.6; non-gamers = 5.4 ± 2.2; p = 0.149); interestingly both groups were above the score threshold of five indicating poor sleep quality. CONCLUSION: In this preliminary sample, there was no significant difference in health traits and behaviors amongst college gamers and non-gamers. Funding for data collection was provided by a Weber State University RSPG Adjunct Grant and Office of Undergraduate Research Grant.

Medicine & Science in Sports & ExerciseVol. 56(10S)
Weber State University (US), San Jose State University (US)
Quality Education
Openalex Percentile: Top 75%
Impact of Technology on Adolescents
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