Clinical Sports Medicine

Problem: The popularity of eSports has grown in recent years, although its characterization as a sport is controversial and there arise concerns about its health-promoting character. The aim of this case study was to show the effects of eSports on the cardiovascular system and on energy expenditure...

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Main Authors: Haupt S, 3, Wolf A, Heidenreich H, Schmidt W
Format: Article
Language:deu
Published: Dynamic Media Sales Verlag 2021-02-01
Series:Deutsche Zeitschrift für Sportmedizin
Online Access:https://www.germanjournalsportsmedicine.com/archiv/archive-2021/issue-1/energy-expenditure-during-esports-a-case-report/
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spelling doaj-f84ffcb96849441199d820329fdbad6e2021-02-23T09:57:28ZdeuDynamic Media Sales VerlagDeutsche Zeitschrift für Sportmedizin0344-59252510-52642021-02-0172110.5960/dzsm.2020.463308875Clinical Sports MedicineHaupt S3Wolf AHeidenreich HSchmidt WProblem: The popularity of eSports has grown in recent years, although its characterization as a sport is controversial and there arise concerns about its health-promoting character. The aim of this case study was to show the effects of eSports on the cardiovascular system and on energy expenditure (EE) and to compare them with those occurring during dynamic exercise. Methods: A male amateur e-athlete (32 years, 184 cm, 60 kg) played a 30-minute video game during which heart rate (HR) and oxygen consumption (VO2) were monitored. On another day, 30min cycle ergometer exercise was performed where HR was adjusted to that of the eSports game by changing exercise intensity. Glucose concentration was determined in both tests. Result: HR increased from 85 bpm to 137 bpm and was almost identical in both tests. In contrast, VO2 and EE were about three times higher during cycling (VO2 ergometer: 0.72 L/min, eSports: 0.28 L/min; EE ergometer: 3.55 kcal/min, eSports: 1.38 kJ/min). Blood glucose slightly increased during eSports (+0.7 mmol/L) while it decreased during cycling (-2.2 mmol/L).Conclusion: During eSports, elevated HR is not related to EE as is the case during dynamic exercise. eSports, therefore, represents a pure mental stress response, which is supported by the opposite behavior of the glucose concentration in eSports compared to physical exercise.Key Words: Oxygen Consumption, Cardiovascular System, Heart Rate, Video Game, Exercise Intensityhttps://www.germanjournalsportsmedicine.com/archiv/archive-2021/issue-1/energy-expenditure-during-esports-a-case-report/
collection DOAJ
language deu
format Article
sources DOAJ
author Haupt S
3
Wolf A
Heidenreich H
Schmidt W
spellingShingle Haupt S
3
Wolf A
Heidenreich H
Schmidt W
Clinical Sports Medicine
Deutsche Zeitschrift für Sportmedizin
author_facet Haupt S
3
Wolf A
Heidenreich H
Schmidt W
author_sort Haupt S
title Clinical Sports Medicine
title_short Clinical Sports Medicine
title_full Clinical Sports Medicine
title_fullStr Clinical Sports Medicine
title_full_unstemmed Clinical Sports Medicine
title_sort clinical sports medicine
publisher Dynamic Media Sales Verlag
series Deutsche Zeitschrift für Sportmedizin
issn 0344-5925
2510-5264
publishDate 2021-02-01
description Problem: The popularity of eSports has grown in recent years, although its characterization as a sport is controversial and there arise concerns about its health-promoting character. The aim of this case study was to show the effects of eSports on the cardiovascular system and on energy expenditure (EE) and to compare them with those occurring during dynamic exercise. Methods: A male amateur e-athlete (32 years, 184 cm, 60 kg) played a 30-minute video game during which heart rate (HR) and oxygen consumption (VO2) were monitored. On another day, 30min cycle ergometer exercise was performed where HR was adjusted to that of the eSports game by changing exercise intensity. Glucose concentration was determined in both tests. Result: HR increased from 85 bpm to 137 bpm and was almost identical in both tests. In contrast, VO2 and EE were about three times higher during cycling (VO2 ergometer: 0.72 L/min, eSports: 0.28 L/min; EE ergometer: 3.55 kcal/min, eSports: 1.38 kJ/min). Blood glucose slightly increased during eSports (+0.7 mmol/L) while it decreased during cycling (-2.2 mmol/L).Conclusion: During eSports, elevated HR is not related to EE as is the case during dynamic exercise. eSports, therefore, represents a pure mental stress response, which is supported by the opposite behavior of the glucose concentration in eSports compared to physical exercise.Key Words: Oxygen Consumption, Cardiovascular System, Heart Rate, Video Game, Exercise Intensity
url https://www.germanjournalsportsmedicine.com/archiv/archive-2021/issue-1/energy-expenditure-during-esports-a-case-report/
work_keys_str_mv AT haupts clinicalsportsmedicine
AT 3 clinicalsportsmedicine
AT wolfa clinicalsportsmedicine
AT heidenreichh clinicalsportsmedicine
AT schmidtw clinicalsportsmedicine
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