成人电子游戏玩家的游戏玩法和身体活动行为。

IF 2.3 Q2 SPORT SCIENCES Frontiers in Sports and Active Living Pub Date : 2025-01-06 eCollection Date: 2024-01-01 DOI:10.3389/fspor.2024.1520202
Haylei Scoggins, Ryan R Porter, Robyn Braun-Trocchio
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引用次数: 0

摘要

自21世纪初以来,电子游戏行业在产品开发和市场增长方面经历了非凡的繁荣,到2020年底,全球电子游戏玩家总数达到26.9亿。尽管这个行业发展迅速,但最近却很少有数据调查成年电子游戏玩家坐着玩电子游戏的时间和他们从事体育活动的时间。这项定量、横断面、非实验调查研究的目的是描述成人电子游戏玩家玩电子游戏和体育活动的频率和持续时间。方法:参与者完成一项在线调查,评估他们的人口统计和健康史信息、视频游戏和体育活动行为。结果:该研究使用了221名参与者的数据(男性= 153,女性= 68)。参与者的平均年龄为27.29岁(SD 7.27)。在221名参与者中,145名被确定为休闲玩家,50名业余玩家,24名半专业玩家和2名专业玩家。参与者每周玩电子游戏的时间超过5天,平均每周玩26.56小时。个人电脑是四个被调查平台中玩游戏时间最长的(每周17.59小时)。参与者每周花在累积中高强度体力活动(MVPA)上的总时间平均为15.43小时(标准差16.79)。其中大部分时间用于从事职业体力活动(每周5.11小时)。参与者每周的休闲时间为2.39小时。结论:我们的研究结果表明,与2018年相比,VG游戏的玩人数有所增加,这表明美国成年电子游戏玩家可能更有可能对他们的身体健康产生有害影响。这可能与新冠疫情期间形成的习惯、电子游戏玩法机制的影响以及与朋友一起玩电子游戏的社交方面有关。未来的研究应该专注于开发研究方法,客观地衡量成人电子游戏玩家玩电子游戏的频率和持续时间,同时广泛观察不同的电子游戏机制类型及其与身体活动的关系。
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Gameplay and physical activity behaviors in adult video game players.

Introduction: Since the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020. Despite the rapid growth of the industry, there is little recent data investigating the time adult video game players spend sedentary playing video games and the time they spent engaged in physical activity. The purpose of this quantitative, cross-sectional, non-experimental survey study is to describe the frequency and duration of video game play and physical activity in adult video game players.

Methods: Participants completed an online survey, evaluating their demographic and health history information, video game play, and physical activity behaviors.

Results: The study used data from a total of 221 participants (Males = 153, Females = 68). The mean age of the participants was 27.29 (SD 7.27) years. Of the 221 participants, 145 identified as casual players, 50 amateurs, 24 semi-professionals, and 2 professionals. The participants spent over five days per week and an average of 26.56 h per week playing video games. Personal computers were reported to have the longest duration of play of the four platforms investigated (17.59 h per week). The total amount of time participants spent engaged in cumulative moderate-to-vigorous physical activity (MVPA) was an average of 15.43 (SD 16.79) hours per week. The majority of this time was spent engaged in occupational physical activity (5.11 h per week). Participants spent 2.39 h per week engaged in leisure time MVPA.

Conclusion: Our results indicate an increase in VG play compared to 2018, suggesting United States adult video game players may be more at risk for detrimental effects to their physical health. This could be attributed to the habits formed during the COVID-19 pandemic, the influences from video genre game play mechanics, and the social aspects of playing video games with friends. Future research should focus on developing research methodologies that will objectively measure adult video game player frequencies and durations in video game play alongside extensive observation of different video gameplay mechanic genres and their relationships with physical activity.

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来源期刊
CiteScore
2.60
自引率
7.40%
发文量
459
审稿时长
15 weeks
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