In a recent study published in the Journal of Health, Population, and Nutrition, researchers investigated the dietary behavior and health of individuals participating in video gaming and esports or competitive gaming in Germany.
Study: Dietary behavior of video game players and esports players in Germany: a cross-sectional study. Image Credit: MonkeyBusinessImages/Shutterstock.com
Background
Video games and competitive (esports) games are gathering popularity in the community in the form of recreational activities and research.
There have been growing concerns among scientists regarding gamers’ health due to the long hours of sitting, sedentary lifestyle habits, and increased fast food and energy drink intake. However, data on the dietary habits of gamers are limited.
About the study
In the present cross-sectional and exploratory study, researchers examined the diet and health status of gamers in Germany.
The study comprised 817 individuals, allocated into the video game player group and esports player group, and surveyed through web-based questionnaires concerning their dietary, gaming, and health habits.
The present study was conducted in succession to the eSports study of 2019 and 2020. Data were obtained between July and October 2020 on demographics, anthropometrics, player status, favorite game genre, playing time, and body image.
Questionnaires were distributed on social media platforms such as Discord, Instagram, and Facebook, and the esportwissen.de website. Additionally, the team contacted esports organizations, and articles were written on gaming websites related to the survey for further promotion.
Health behavior in the previous four weeks was assessed using the SF-36 questionnaire, and well-being was assessed using the World Health Organization (WHO)-5 well-being index.
The team evaluated dietary habits using food frequency questionnaires and body image using the Stunkard, Sørensen, and Schulsinger (1983) body image scale.
German residents aged ≥14.0 years, who actively engaged in video gaming, and who could understand the Deutsch language were included. The esports player group comprised amateurs and professionals, and the video game player group comprised other player types (former professionals, regular-type players, occasional players).
Results
The sample comprised 607 and 210 video gamers and esports players, respectively, of which 87% were male, with a mean age of 24 years.
The prime source of fluid intake was water for gamers (11 L weekly and 1.6 L daily), comparable to the public of Germany, who consumed 1.4 L of water daily. The body mass index (BMI) of adult participants indicated that they were overweight, but the values were comparable with those of the general German population, having a BMI of 26.0 kg/m2.
On average, the study participants drank >1.0 cans of energy drinks weekly, whereas among the general public, <10% drank one can ≥1.0 times weekly. The findings indicated that the gamers drank considerably more energy drinks.
On the contrary, in comparison to the per capita annual alcohol intake in the German population, the players consumed less alcohol. The dietary patterns of players were comparable to that of the public of Germany, with one-tenth following vegan or vegetarian diets.
However, only 16% of the study participants achieved the German Nutrition Society recommendations, and those who played video games attained them significantly more than esports players, and, in comparison to the German population, players performed slightly better.
The mean energy drink intake weekly was 0.40 liters. Energy-giving drinks and soft drinks correlated positively with the duration of engaging in video games.
Participants consumed 7.5 fast food servings monthly, positively associated with the duration of engaging in video games. Contrastingly, two servings of vegetables and one serving of fruit were consumed daily.
Considering average values, the gamers were engaged in physical activities for nine hours weekly and sedentary activities for eight hours daily. Professional players had the longest playing times, 36 hours weekly.
The study participants documented their health as ‘good’ (33%), ‘very good’ (44%), or ‘excellent’ (17%), and most of them were satisfied with their body image. The mean WHO-5 score in the sample population was 59, indicating good psychological well-being.
Individuals engaging in esports (8.3 hours daily) sat for a significantly longer duration compared to those who played video games (7.5 hours daily). Further, individuals engaging in esports (8.3 hours weekly) were significantly less active than those engaging in video games (9.5 hours weekly).
Individuals playing esports (0.2 servings daily) had significantly greater intake of energy drinks compared to those playing video games (0.1 servings daily). Esports-playing individuals (16 servings monthly) consumed greater amounts of red meat compared to video game-playing individuals (13 servings monthly).
The monthly poultry intake of individuals engaging in esports and video games was 13 servings and 10 servings, respectively. Video gamers had a greater intake of dairy products, including cheese, compared to esports players.
The monthly fast-food intake among esports players and video gamers was nine servings and seven servings, respectively. However, video game players ate significantly more bakery products and sweets compared to esports players.
The team found positive but poor correlations between playing duration and energy drink consumption and moderate but negative correlations between the differences in the desired and existing body image and the status of health.
Conclusions
Overall, the eSports Study 2021 study findings showed that the dietary habits of video game players and esports players were comparable to that of the public in Germany.
Nevertheless, dietary improvements are required, particularly to reduce energy drink intake due to their high sugar content, and thereby lower the risk of depression, stress, gastrointestinal upset, insomnia, and various obesity-associated chronic medical conditions, including diabetes and obesity.
Additionally, meat and fast-food intake should also be limited, and healthier food options, including vegetables and fruits, must be increased.
Governments and health authorities should increase educational awareness concerning the health risks associated with unhealthy food consumption among the targeted individuals.