Abstract

Competitive video game play (gaming) has become increasingly popular in the past decade. However, behaviors of those who actively participate in gaming (“gamers”) is not well understood. Gaming is typically a sedentary activity, therefore it is possible that “gamers” may be more sedentary and less physically active than their “non-gamer” peers. Additionally, it is possible gamers may be prone to outcomes associated with an inactive lifestyle (e.g., elevated body mass index (BMI), anxiety). PURPOSE: To compare physical activity, sedentary behavior, BMI, and anxiety in “gamers” versus “non-gamers.” METHODS: College students (N=337, 20.92±1.81 years old) at a public university in the American Midwest completed a questionnaire that assessed demographics, gaming habits (reported whether or not they identified as a “gamer” and min/week of video game play), physical activity and sedentary behavior (via the International Physical Activity Questionnaire), and anxiety (via Beck’s Anxiety Inventory). A Multivariate Analysis of Variance (MANOVA) was conducted comparing these aforementioned variables in “gamers” versus “non-gamers”. RESULTS: As expected, “gamers” (n=90, 908±621 min/week) allocated significantly (p<0.001) more time to gaming than “non-gamers” (n=226, 67±124 min/week). “Gamers” also participated in significantly (p≤0.042) less vigorous (217±282 min/week), light (634±704 min/week) and total physical activity (4938±4111 MET min/week) than “non-gamers” (296±325 min/week vigorous, 980± 012 min/week light, and 6849±5260 MET min/week total). “Gamers” (4296±1854 min/week) allocated significantly (p<0.001) more time to sedentary behavior than “non-gamers” (3316±1581 min/week). Lastly, there were no differences (p≥0.29) between “gamers” and “non-gamers” for BMI, moderate intensity physical activity, or anxiety. CONCLUSION: College-aged individuals who self-identified as “gamers” had a >13 fold greater amount of weekly video game play than “non-gamers.” This robust difference in time allocated to gaming was associated with lower vigorous, light, and total physical activity and greater sedentary behavior in “gamers” versus “non-gamers.” This is concerning as inadequate physical activity and elevated sedentary behavior are independent risk factors for cardio-metabolic disease.

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