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.
Authors
- Bryan Dowdell (ORCID: https://orcid.org/0009-0000-4981-4871)
- Anthony F. Ludwig
- Spencer Richard Thompson
- Ty Christensen
- Taylor Rumsey
- Preston Foote
- Jesus Tomasi
- Mason Masters
Institutions
- Weber State University (US)
- San Jose State University (US)
Publication Details
- 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
- Field-Weighted Citation Impact
- 0.00