Deutsche Zeitschrift für Sportmedizin (Feb 2021)

Clinical Sports Medicine

  • Haupt S,
  • 3,
  • Wolf A,
  • Heidenreich H,
  • Schmidt W

DOI
https://doi.org/10.5960/dzsm.2020.463
Journal volume & issue
Vol. 72, no. 1

Abstract

Read online

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