1
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Pang Z, Su L, Zhang Y. Daily physical activity, coffee and energy drink consumption, and sleep patterns among Chinese elite professional esports athletes: a case study of Zhejiang Regans Gaming. Front Public Health 2025; 13:1557533. [PMID: 40078766 PMCID: PMC11899180 DOI: 10.3389/fpubh.2025.1557533] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/08/2025] [Accepted: 02/07/2025] [Indexed: 03/14/2025] Open
Abstract
Purpose Esports is increasingly recognized as both a legitimate sport and profession. However, evidence on the health behaviors of esports athletes remains limited. Due to the nature of their activity, these athletes face occupational health risks associated with prolonged sedentary behavior, sleep deprivation, and excessive energy drink consumption. This study aimed to document the health behaviors of professional esports athletes. Methods This case study sampled athletes from Zhejiang Regans Gaming, who are full-time professionals competing at the elite level. Data were collected over three training days, with moderate-to-vigorous physical activity and sleep patterns monitored using the Apple Watch Series 9. Results Athletes trained for an average of 13 h daily in a seated position, engaging in only 35.6 ± 0.9 min of moderate-to-vigorous physical activity. The extended training hours led to delayed sleep schedules, with a typical bedtime of 3:05 a.m. Sleep quality was poor, with athletes averaging 45.2 ± 13.0 min awake in bed, 392.8 ± 13.9 min of total sleep, and a sleep efficiency of 89.7 ± 3.0%. Likely due to sleep deprivation, athletes consumed an average of 2 cups of coffee and 2.5 ± 0.4 bottles of energy drinks daily. Conclusion This study offers firsthand evidence of the concerning health behaviors among Chinese elite professional esports athletes. Physical activity levels and sleep quality are notably poor, while energy drink consumption is prevalent. Team managers should monitor sleep quality and energy drink consumption, while governing bodies must recognize the long-term risks of excessive sedentary behavior in esports.
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Affiliation(s)
- Zhihui Pang
- School of Humanities, Inner Mongolia University of Technology, Hohhot, China
| | - Lide Su
- College of Physical Education, Hunan Normal University, Changsha, China
| | - Yang Zhang
- Independent Researcher, Windermere, FL, United States
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2
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Smithies TD, Toth AJ, Campbell MJ. The Effect of Total Sleep Deprivation on the Cognitive and In-Game Performance of Rocket League Esport Players. Nat Sci Sleep 2024; 16:2183-2204. [PMID: 39726857 PMCID: PMC11669541 DOI: 10.2147/nss.s470105] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/20/2024] [Accepted: 08/05/2024] [Indexed: 12/28/2024] Open
Abstract
Purpose It is presumed by many that acute sleep loss results in degraded in-game esports (competitive, organized video game play) performance. However, this has not been experimentally investigated to date. The objective of the current experiment was to elucidate whether ~29hrs of total sleep deprivation impacts in-game performance for the popular esport Rocket League. Patients and Methods Twenty skill-matched pairs (N = 40 total) were recruited. Within each pair, one participant was assigned to an intervention group (TSD), while the other was assigned to a control group (CON). Two test sessions occurred; one while both participants were rested (baseline), and the other while the CON participant was rested but the TSD participant was sleep deprived (experimental). Results Following total sleep deprivation, TSD participants reported higher Karolinska Sleepiness Scale-measured subjective sleepiness and lower subjective alertness and motivation, as well as worsened PVT response speed and ~5 times greater PVT lapse incidence, and worsened response speed on a two-choice categorization task. However, overall in-game Rocket League performance did not worsen due to total sleep deprivation. Exploratory analyses of performance indicators suggest a potential shift toward a simpler and safer strategy following sleep deprivation. Conclusion Following a bout of ~29hrs total sleep deprivation, overall in-game Rocket League performance remained unaffected. This presents as a promising finding given the high potential for acute pre-competition sleep disturbance in esports, though habitual sleep remains a concern for esport athletes.
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Affiliation(s)
- Tim D Smithies
- Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland
- Lero the Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
| | - Adam J Toth
- Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland
- Lero the Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
- Health Research Institute, University of Limerick, Castletroy, Limerick, Ireland
- Centre for Sport Leadership, Stellenbosch University, Stellenbosch, South Africa
| | - Mark J Campbell
- Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland
- Lero the Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
- Health Research Institute, University of Limerick, Castletroy, Limerick, Ireland
- Centre for Sport Leadership, Stellenbosch University, Stellenbosch, South Africa
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3
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De Rosa O, Baker FC, Barresi G, Conte F, Ficca G, de Zambotti M. Video gaming and sleep in adults: A systematic review. Sleep Med 2024; 124:91-105. [PMID: 39284267 DOI: 10.1016/j.sleep.2024.09.015] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/16/2024] [Revised: 08/24/2024] [Accepted: 09/11/2024] [Indexed: 12/23/2024]
Abstract
Video games (VGs) are one of the most common forms of entertainment and their diffusion is constantly increasing. Although largely studied in the framework of their relationship with mental and physical health, the relationship of VGs with sleep are not yet fully understood. This review provides a systematic assessment of the studies that investigated the relationships between video gaming and sleep in adults. The review search included both online databases (PubMed, Scopus, and PsycInfo) and citation tracking. Twenty-six studies were included in the final qualitative analysis. Findings are described separately for subjective and objective sleep measures and then discussed considering exposure levels and VG typology. Observational studies showed an association between excessive video gaming, poor sleep quality, and delayed sleep timing, whereas habitual and/or casual use was not associated with poor sleep and some studies even showed a beneficial effect on daytime functioning. Experimental evidence shows that playing an arousing VG before sleep delays sleep onset with possible alteration of sleep structure, whereas non-arousing cognitively challenging video gaming resulted in improved sleep continuity, stability, and organization. Overall, these findings show that the effect of VGs on sleep depends on the level of arousal associated with gaming, gaming sessions' duration, and frequency of gaming.
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Affiliation(s)
- Oreste De Rosa
- Department of Psychology, University of Campania L. Vanvitelli, Caserta, Italy; Dermatology Unit, Department of Mental and Physical Health and Preventive Medicine, University of Campania "L. Vanvitelli", Naples, Italy; Center for Health Sciences, SRI International, Menlo Park, CA, USA.
| | - Fiona C Baker
- Center for Health Sciences, SRI International, Menlo Park, CA, USA
| | - Giacinto Barresi
- Bristol Robotics Laboratory, University of the West of England, Bristol, United Kingdom; Knowledge Media Institute, The Open University, Milton Keynes, United Kingdom
| | - Francesca Conte
- Department of Psychology, University of Campania L. Vanvitelli, Caserta, Italy
| | - Gianluca Ficca
- Department of Psychology, University of Campania L. Vanvitelli, Caserta, Italy
| | - Massimiliano de Zambotti
- Center for Health Sciences, SRI International, Menlo Park, CA, USA; Lisa Health Inc., Oakland, CA, USA
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Ahn H, Kim I. An Exploratory Study on the Conceptualization of Burnout among the Professional Esports Athletes: Focused on League of Legends Champions Korea League. Healthcare (Basel) 2024; 12:1127. [PMID: 38891202 PMCID: PMC11172082 DOI: 10.3390/healthcare12111127] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2024] [Revised: 05/13/2024] [Accepted: 05/30/2024] [Indexed: 06/21/2024] Open
Abstract
Research on the stress and burnout experienced by athletes in the esports field remains limited, necessitating an approach that considers the unique environment and circumstances of esports athletes. This study aims to explore the conceptualization of burnout experiences among professional esports athletes. The participants included 88 athletes from the League of Legends Championship Korea (LCK). Among these, in-depth interviews were conducted with 7 athletes who had experience in international tournaments (the World Championship), while an open-ended survey was completed by 81 athletes. Data collected through in-depth interviews and an open-ended survey were digitized and utilized for analysis. Through critical review by another author and inductive categorization, the conceptual components of esports athletes' burnout were derived. Through the analysis of 251 raw datum, it was conceptualized into five conceptual factors: performance, overtraining, interpersonal relationships, physical and psychological exhaustion, and career and motivation. The results of this study confirm that esports athletes, like athletes in other conventional sports, experience burnout during their careers, highlighting issues in their unique environment, particularly in aspects of interpersonal relationships and training and rest conditions. This research can serve as a foundational resource for effective athletes' psychological health management in the esports field and underscores the need for further research on burnout among esports athletes.
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Affiliation(s)
- Hyoyeon Ahn
- Department of Physical Education, College of Education, Seoul National University, Seoul 08826, Republic of Korea;
| | - Inwoo Kim
- Department of Sports Culture, College of the Arts, Dongguk University, Seoul 04620, Republic of Korea
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Tang D, Sum RKW, Li M, Ma R, Chung P, Ho RWK. What is esports? A systematic scoping review and concept analysis of esports. Heliyon 2023; 9:e23248. [PMID: 38149186 PMCID: PMC10750068 DOI: 10.1016/j.heliyon.2023.e23248] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2023] [Revised: 11/28/2023] [Accepted: 11/29/2023] [Indexed: 12/28/2023] Open
Abstract
This study conducted a systematic scoping review to collect definitions and explanations of esports and its related concepts in the existing literature. A thematic coding approach was used to screen possible disagreements and issues between the different characteristics of esports as presented in the existing definitions. Based on a critical discussion, the results of the coding were combined with the objective facts of the current esports industry and theories from similar fields to reconstruct the construction of an esports definition. In addition, the relationship between esports and its related concepts was discussed based on the proposed esports definition structure. The proposed esports criteria can help avoid misunderstandings and confusion in future studies regarding the research subjects related to esports and propose standardized usage of relevant terms in the field of esports research.
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Affiliation(s)
- Di Tang
- Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China
| | - Raymond Kim-wai Sum
- Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China
| | - Minghui Li
- Centre for Physical Activity, Sport and Exercise Sciences, Coventry University, Coventry, United Kingdom
| | - Ruisi Ma
- Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China
| | - Peichi Chung
- Department of Cultural and Religious Studies, Faculty of Arts, The Chinese University of Hong Kong, Hong Kong, China
| | - Ray Wai-keung Ho
- Department of Sports Science and Physical Education, Faculty of Education, The Chinese University of Hong Kong, Hong Kong, China
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Hong HJ, Wilkinson G, Rocha CM. The Relationship Between Basic Needs Satisfaction, Self-determined Motivation, and Burnout in Korean Esports Players. J Gambl Stud 2023; 39:323-338. [PMID: 35639273 PMCID: PMC9981496 DOI: 10.1007/s10899-022-10132-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/01/2022] [Indexed: 10/18/2022]
Abstract
This article aims to understand the relationship between basic needs satisfaction, self-determined motivation, and burnout in esports players. To achieve this, we investigate three research hypotheses: (1) The three dimensions of basic needs satisfaction have a positive effect on the self-determined motivation of esports players, (2) The self-determined motivation of esports players has a negative effect on their burnout, and (3) All three dimensions of basic needs satisfaction affect esports player's burnout, indirectly via self-determined motivation. Data were collected through an online questionnaire (n = 608) administered to Korean esports players who play online games as a leisure activity. Results indicate that player competence has a negative relationship with self-determined motivation, suggesting that Korean players do not associate increased levels of competence with their intrinsic motivation. The results show that intrinsic motivation is negatively associated with burnout, particularly exhaustion and reduced sense of accomplishment. It should be noted that Korean players' high level of competence can result in reduced levels of self-determined motivation, which can lead them to burnout. This should be addressed by the industry, practitioners, and researchers considering the cultural context and the relationship between the factors, which will contribute to the sustainable growth and prosperity of the esports.
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Affiliation(s)
- Hee Jung Hong
- Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA, Scotland, UK.
| | - Guy Wilkinson
- grid.11918.300000 0001 2248 4331Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA Scotland, UK
| | - Claudio M. Rocha
- grid.11918.300000 0001 2248 4331Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA Scotland, UK
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Tholl C, Soffner M, Bickmann P, Alesi A, Froböse I. Videospiele und Schlaf – negativer Zusammenhang oder unbedenkliches Zocken? SOMNOLOGIE 2022. [DOI: 10.1007/s11818-022-00387-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/14/2022]
Abstract
Zusammenfassung
Hintergrund
Das Spielen von Videospielen vor dem Schlafengehen kann einen Einfluss auf die Qualität und Quantität des Schlafs haben.
Fragestellung
Es gilt herauszufinden, welche Faktoren dabei beeinflusst werden und wie diese messbar gemacht werden können.
Material und Methode
Um eine Übersicht zu geben und Handlungsempfehlungen auszusprechen, wurden aktuelle Studien analysiert und gegenübergestellt.
Ergebnisse
Das Spielen von Videospielen vor dem Schlafengehen kann speziell bei Kindern und Jugendlichen zu einer erhöhten Einschlafdauer und insgesamt einer erhöhten Müdigkeit führen. Die Bildschirmhelligkeit (Exposition von blauem Licht) und die Aktivierung des Sympathikus durch das Spielen sind dabei relevante Faktoren. Vor allem actionreiche Videospiele führen zu einer größeren Aktivierung als vergleichbare ruhigere Aktivitäten.
Schlussfolgerung
Zusammenfassend kann gesagt werden, dass der Schlaf grundsätzlich durch das Videospielen negativ beeinflusst werden kann. Eine verlängerte Einschlafdauer und verringerte Tiefschlafphasen können als Folge vom abendlichen Videospielkonsum auftreten. Hierbei scheint die Sympathikotonie eine dominantere Rolle als die Exposition von blauem Licht zu spielen. Kinder, Jugendliche und professionelle Videospielende sind potenzielle Risikogruppen und müssen demnach über ein verantwortungsvolles Videospielverhalten aufgeklärt werden. Zur Quantifizierung der Aktivierung können verschiedene Messparameter dienen. Insbesondere die Herzratenvariabilität stellt einen praktikablen Parameter dar.
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Bonnar D, Lee S, Roane BM, Blum DJ, Kahn M, Jang E, Dunican IC, Gradisar M, Suh S. Evaluation of a Brief Sleep Intervention Designed to Improve the Sleep, Mood, and Cognitive Performance of Esports Athletes. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19074146. [PMID: 35409833 PMCID: PMC8998799 DOI: 10.3390/ijerph19074146] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/10/2022] [Revised: 03/25/2022] [Accepted: 03/29/2022] [Indexed: 12/03/2022]
Abstract
This study evaluated a brief sleep intervention designed to improve the sleep, mood, and cognitive performance of professional electronic sports (esports) athletes from three major esports regions (i.e., Asia, North America, and Oceania). Fifty-six esports athletes from South Korea (N = 34), the United States (N = 7), and Australia (N = 15) completed the study. Participants completed an initial 2-week pre-intervention phase to establish a baseline, followed by a 2-week intervention phase that involved a group sleep education class, 1:1 session with a trained clinical psychologist, and daily biofeedback. A wrist activity monitor and daily sleep diary were used to monitor sleep during both phases, while at pre- and post-intervention, participants completed a battery of sleep and mood questionnaires and underwent cognitive performance testing. Sleep knowledge increased from pre- to post-intervention (d = 0.83 [95% CI −1.21, −0.43], p =< 0.001), while there were modest improvements in sleep diary estimates (i.e., sleep onset latency (Mdiff = −2.9 min, p = 0.02), sleep onset time (Mdiff = −12 min, p = 0.03), and sleep efficiency (Mdiff = 1.1%, p = 0.004)) and wrist activity monitor estimates (i.e., sleep onset time (Mdiff = −18 min, p = 0.01)). Insomnia severity scores decreased significantly (d = 0.47 [95% CI 0.08, 0.84], p = 0.001), while sleepiness scores increased but not meaningfully (d = 0.23 [95% CI −0.61, 0.14], p = 0.025). However, there was no significant change in mood (i.e., depression and anxiety) or cognitive performance scores (i.e., mean reaction time or lapses). Sleep interventions for esports athletes require further investigation. Future research should examine whether a stepped-care model, whereby increasing therapeutic input is provided as needed, can optimize sleep, mood, and cognitive performance outcomes.
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Affiliation(s)
- Daniel Bonnar
- College of Education, Psychology, and Social Work, Flinders University, Adelaide, SA 5042, Australia; (D.B.); (M.K.)
| | - Sangha Lee
- Department of Psychiatry, Ajou University School of Medicine, Suwon 16499, Korea;
| | - Brandy M. Roane
- Department of Pharmacology and Neurosciences, UNT Health Science Centre, University of North Texas, Fort Worth, TX 76107, USA;
| | - Daniel J. Blum
- Department of Arts and Sciences, New York University Shanghai, Shanghai 200122, China;
| | - Michal Kahn
- College of Education, Psychology, and Social Work, Flinders University, Adelaide, SA 5042, Australia; (D.B.); (M.K.)
| | - Eunhee Jang
- Department of Psychology, Sungshin Women’s University, Seoul 02844, Korea;
| | - Ian C. Dunican
- Centre for Sleep Science, School of Human Sciences, The University of Western Australia, Perth, WA 6009, Australia;
| | | | - Sooyeon Suh
- Department of Psychology, Sungshin Women’s University, Seoul 02844, Korea;
- Correspondence: ; Tel.: +82-2-920-7215
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Smith M, Sharpe B, Arumuham A, Birch P. Examining the Predictors of Mental Ill Health in Esport Competitors. Healthcare (Basel) 2022; 10:healthcare10040626. [PMID: 35455804 PMCID: PMC9027719 DOI: 10.3390/healthcare10040626] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2022] [Revised: 03/23/2022] [Accepted: 03/24/2022] [Indexed: 02/01/2023] Open
Abstract
Few research studies have examined the predictors of mental ill health in esports. This study addresses that gap by investigating stressors, sleep, burnout, social phobia anxiety and mental ill health in esport athletes. An online survey was disseminated to competitive student esport athletes (n = 313) residing in the UK. The survey included measures of stressors resulting from competing in esports, sleep quality, burnout, and social phobia, as well as outcome measures of mental ill health. Hierarchical regression analyses examined these relationships. All the hypotheses were supported, with stressors significantly predicting sleep quality, burnout, and social phobia anxiety, and stressors, sleep quality, burnout, and social phobia anxiety were all significant positive predictors of mental ill health. The strength of these predictions varied, for example, the daytime dysfunction subscale of sleep was a strong predictor of all outcome variables; two subscales of burnout, reduced sense of accomplishment and exhaustion significantly predicted each of the three mental ill health outcome variables, and two subscales of social phobia anxiety, fear and avoidance, significantly predicted mental ill health. Our study has important implications for player health in esports, highlighting interventions that could target specific aspects of stress, sleep, burnout, and social phobia anxiety to improve the mental health of those who compete in esports.
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Affiliation(s)
- Matthew Smith
- School of Sport, Health and Community, Faculty of Health and Wellbeing, University of Winchester, Winchester SO22 4NR, UK
- Correspondence:
| | - Benjamin Sharpe
- Institute of Education, Social and Life Sciences, University of Chichester, Chichester PO19 6PE, UK;
| | - Atheeshaan Arumuham
- Department of Psychosis Studies, Institute of Psychiatry, Psychology and Neuroscience, King’s College London, London SE5 8AF, UK;
| | - Phil Birch
- Institute of Sport, Nursing and Allied Health, University of Chichester, Chichester PO19 6PE, UK;
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10
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Can Nutrients and Dietary Supplements Potentially Improve Cognitive Performance Also in Esports? Healthcare (Basel) 2022; 10:healthcare10020186. [PMID: 35206801 PMCID: PMC8872051 DOI: 10.3390/healthcare10020186] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2021] [Revised: 01/11/2022] [Accepted: 01/14/2022] [Indexed: 12/13/2022] Open
Abstract
Factors influencing brain function and cognitive performance can be critical to athletic performance of esports athletes. This review aims to discuss the potential beneficial effects of micronutrients, i.e., vitamins, minerals and biologically active substances on cognitive functions of e-athletes. Minerals (iodine, zinc, iron, magnesium) and vitamins (B vitamins, vitamins E, D, and C) are significant factors that positively influence cognitive functions. Prevention of deficiencies of the listed ingredients and regular examinations can support cognitive processes. The beneficial effects of caffeine, creatine, and probiotics have been documented so far. There are many plant products, herbal extracts, or phytonutrients that have been shown to affect precognitive activity, but more research is needed. Beetroot juice and nootropics can also be essential nutrients for cognitive performance. For the sake of players’ eyesight, it would be useful to use lutein, which, in addition to improving vision and protecting against eye diseases, can also affect cognitive functions. In supporting the physical and mental abilities of e-athletes the base is a well-balanced diet with adequate hydration. There is a lack of sufficient evidence that has investigated the relationship between dietary effects and improved performance in esports. Therefore, there is a need for randomized controlled trials involving esports players.
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Moen F, Vatn M, Olsen M, Haugan JA, Skalicka V. Sleep Characteristics in Esport Players and Associations With Game Performance: Residual Dynamic Structural Equation Modeling. Front Sports Act Living 2022; 3:697535. [PMID: 35098116 PMCID: PMC8794592 DOI: 10.3389/fspor.2021.697535] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/19/2021] [Accepted: 12/20/2021] [Indexed: 11/13/2022] Open
Abstract
The current study aimed to examine sleep characteristics of esport players and the stipulated effects of game performance on consecutive sleep characteristics using residual dynamic structural equation modeling (RDSEM). A sample of 27 Counterstrike players with a mean age of 18½ years participated in the current study. Sleep was detected over a period of 56 days with a Somnofy sleep monitor that utilizes an impulse radio ultra-wideband puls radar and Dopler technology, and weekly game performance was reported by the players. The results showed that esport players' sleep characteristics were in the lower levels of recommended guidelines and that sleep onset started later and sleep offset ended later in the morning compared with athletes from other traditional sports. The esport players displayed stable patterns in sleep onset, sleep offset, time in bed, sleep efficiency and non-REM respiration rates per minute (NREM RPM). On the between-person level, esport players with better game performance spent more time sleeping (r = 0.55) and scored lower on NREM RPM (r = -0.44). Unstandardized within-person cross-lagged paths showed that better game performance predicted subsequent earlier sleep offset. The within-level standardized estimates of the cross-lagged paths revealed that participants with better game performance spent subsequently more time in deep sleep (0.20), less time in light sleep (-0.14), less time in bed (-0.16), and displayed lower NREM RPM (-0.21), earlier sleep offset (-0.21), and onset (-0.09). The findings of better game performance being related to better sleep are discussed in terms of existing knowledge on how stress responses elicitated by poor performance might impact on non-REM respiration rates and sleep.
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Affiliation(s)
- Frode Moen
- Department of Education and Lifelong Learning, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
- Department of Neuromedicine and Movement Science, Faculty of Medicine and Health Science, Centre for Elite Sports Research, Norwegian University of Science and Technology, Trondheim, Norway
| | - Marte Vatn
- Department of Sociology and Political Science, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
| | - Maja Olsen
- Department of Neuromedicine and Movement Science, Faculty of Medicine and Health Science, Centre for Elite Sports Research, Norwegian University of Science and Technology, Trondheim, Norway
| | - Jan Arvid Haugan
- Department of Education and Lifelong Learning, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
| | - Vera Skalicka
- Department of Psychology, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
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