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...

Descripción completa

Guardado en:
Detalles Bibliográficos
Autores principales: Haupt S, 3, Wolf A, Heidenreich H, Schmidt W
Formato: article
Lenguaje:DE
EN
Publicado: Dynamic Media Sales Verlag 2021
Materias:
Acceso en línea:https://doaj.org/article/f84ffcb96849441199d820329fdbad6e
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
id oai:doaj.org-article:f84ffcb96849441199d820329fdbad6e
record_format dspace
spelling oai:doaj.org-article:f84ffcb96849441199d820329fdbad6e2021-11-16T19:01:40ZClinical Sports Medicine0344-59252510-526410.5960/dzsm.2020.463https://doaj.org/article/f84ffcb96849441199d820329fdbad6e2021-02-01T00:00:00Zhttps://www.germanjournalsportsmedicine.com/archiv/archive-2021/issue-1/energy-expenditure-during-esports-a-case-report/https://doaj.org/toc/0344-5925https://doaj.org/toc/2510-5264Problem: 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 IntensityHaupt S3Wolf AHeidenreich HSchmidt WDynamic Media Sales VerlagarticleSports medicineRC1200-1245DEENDeutsche Zeitschrift für Sportmedizin, Vol 72, Iss 1 (2021)
institution DOAJ
collection DOAJ
language DE
EN
topic Sports medicine
RC1200-1245
spellingShingle Sports medicine
RC1200-1245
Haupt S
3
Wolf A
Heidenreich H
Schmidt W
Clinical Sports Medicine
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
format article
author Haupt S
3
Wolf A
Heidenreich H
Schmidt W
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
publishDate 2021
url https://doaj.org/article/f84ffcb96849441199d820329fdbad6e
work_keys_str_mv AT haupts clinicalsportsmedicine
AT 3 clinicalsportsmedicine
AT wolfa clinicalsportsmedicine
AT heidenreichh clinicalsportsmedicine
AT schmidtw clinicalsportsmedicine
_version_ 1718426214783254528