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vol. 0 • no.

0 American Journal of Lifestyle Medicine

Andrew Lepp, PhD , Bryan Dowdell, PhD, Brian Yim, PhD,


and Jacob E. Barkley, PhD

Esports Gamers, Recreational


Gamers, and the Active Couch
Potato Lifestyle
Abstract: Esports gamers compete Crosstabs with Chi-square then Currently, about 54% of adults play
in sanctioned tournaments whereas described this relationship in detail: video games and interest is greatest
recreational gamers play video in the Not Active group, 64.7% were among younger generations such as
games casually for fun. Research recreational gamers, 35.3% esports Gen Z (i.e., those born between
suggests exercise might benefit gamers; in the Active group, 28.9% 1997-2012) and Millennials (i.e.,
esports performance. Regular were recreational gamers, 71.1% those born between 1981-1996). In
exercise combined with prolonged esports gamers; among Active Couch 2022, young adults from these 2
sitting while gaming may lead Potatoes, 61.2% were recreational generations spent more time playing
esports gamers to be “Active Couch gamers, 38.8% esports gamers (χ2 = video games than they did using any
Potatoes,” (highly sedentary 65.52, Sig.<.001). Relative to other type of media, including
individuals who meet physical
activity guidelines). This research
investigated the relationship ‘“Our data suggests that the
between esports gamers (n = 304),
recreational gamers (n = 229), and sedentary, physically inactive lifestyle
the Active Couch Potato lifestyle.
Participants reported time spent may be more typical of recreational
playing video games, esports
participation, physical activity, and
sedentary behavior. Using
gamers.” ’
established guidelines, participants recreational gamers, a significantly watching television.1 Because video
were categorized as Active greater proportion of esports gamers games are most often played while
(sufficient exercise, not sedentary), exceeded exercise guidelines and sitting, playing video games (i.e.,
Not Active (insufficient exercise), or minimized sitting. gaming) is typically considered
Active Couch Potato (sufficient a sedentary behavior.2 The negative
exercise, highly sedentary). ANOVA Keywords: physical activity; health consequences associated
revealed no difference in time spent sedentary behavior; esports; video with increased sedentary behavior
gaming across physical activity games; exercise are well researched and include
groups (P = .332). Logistic regression disruption of lipid metabolism,
examined relationships between insulin resistance and type 2
Introduction
physical activity groups, esports diabetes, cardiovascular disease,
participation, sex, and age. Esports The number of American adults and greater mortality risk from all
participation was the only who play video games is at an all- causes.3-9 Increased daily sitting also
significant predictor (P < .001). time high and expected to increase. takes time away from physical

DOI: 10.1177/15598276231184159. College of Education, Health and Human Services, Kent State University, Kent, OH, USA; Department of Exercise and Nutrition Sciences,
Weber State University, Ogden, UT, USA; and College of Education, Health and Human Services, Kent State University, Kent, OH, USA. Address correspondence to: Andrew Lepp,
PhD, College of Education, Health and Human Services, Kent State University, PO Box 5190, 263 MACC Annex, Kent, OH 44242-000, USA. e-mail: alepp1@kent.edu.
For reprints and permissions queries, please visit SAGE’s Web site at http://www.sagepub.com/journalsPermissions.nav.
Copyright © 2023 The Author(s).

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American Journal of Lifestyle Medicine nn–nn 2023

activity and therefore limits esports performance, esports gamers these variables were included in the
opportunities to receive the health must still spend many hours a day initial analysis. Identifying
benefits of exercise.10 Given the practicing (i.e., playing video populations of Active Couch
widespread and increasing games). For example, a study of Potatoes is important as they may
popularity of gaming in our society, collegiate esports players found that inaccurately feel protected from the
there is concern that individuals who many sit up to 10 hours per day deleterious health effects of too
spend long periods of time playing while playing video games.20 If much sitting as a result of meeting
video games (i.e., gamers) may be an esports gamers are physically active, established physical activity
at-risk population for a sedentary, yet also sit for many hours each day guidelines.
physically inactive lifestyle.11 practicing, they may be “Active
Gamers have often been Couch Potatoes.” The Active Couch Methods
stereotyped as sedentary, physically Potato is an individual who meets
inactive, and even socially established guidelines for daily Data Collection
awkward.12,13 But these stereotypes physical activity (such as those Amazon Mechanical Turk (MTurk),
are increasingly challenged and established by the American College a crowd-sourcing web service, was
debunked.13,14 Particularly with the of Sports Medicine) but is also highly used to recruit experienced gamers
rise of esports. Esports are officially sedentary (i.e., more than 8 h per to participate in an online survey.
sanctioned gaming competitions day).21 Because research suggests Participants were limited to the
between amateur or professional that the negative health effects of too United States by IP address. The
players and their teams. Amateur much sitting are independent of the recruitment script explained that
esports gamers may play for high benefits of regular physical activity, “only gamers can participate in this
school or university teams; while Active Couch Potatoes are at greater study. Non-gamers will be filtered
professional esports gamers risk for negative health outcomes out through a screening process.”
compete for cash prizes, lucrative associated with sedentary behavior After reading the informed consent
endorsement deals, and have tens- compared to a person who is document and agreeing to
of-thousands (even millions) of fans similarly physically active yet participate, 2 filtering questions were
who follow their exploits across engages in much less sitting.3,4,6,22,23 presented. These read: “What are the
multiple social media platforms.15 Given the research identifying common keys for character
Given what is at stake in esports potential benefits of physical activity movement (backwards, forwards,
(e.g., college scholarships, cash on gaming performance, individuals side to side) on a PC keyboard while
prizes), esports gamers may make who spend large amounts of time gaming?” and “What is the most
different lifestyle choices than playing video games for recreational popular messaging app amongst
gamers who play only for casual purposes may have different lifestyle gamers?” A total of 1416
recreation. For example, emerging behaviors than individuals who individuals initiated the survey
research suggests that moderate and spend similar amounts of time and through the filtering
vigorous-intensity physical exercise playing video games for esports. As procedure and removing the data
may benefit esports such, we hypothesized that esports with systematic missing values, the
performance.16,17 Potential gamers would be more likely than final number of participants was
performance benefits might recreational gamers to meet 532 (n = 360 males; n = 172
motivate esports gamers to be more established guidelines for physical females). After the filtering
physically active than their activity, but that esports gamers questions, the survey was divided
recreational gamer peers. Yet, would also still be highly sedentary in 2 parts and required about 10
research investigating the lifestyle making them more likely to qualify minutes to complete. Part 1
behaviors associated with frequent as Active Couch Potatoes (i.e., assessed social and psychological
video game playing does not often sufficiently physically active but aspects of the gamer lifestyle and
distinguish esports gamers from simultaneously highly sedentary). is published here.18 Part 2 used the
recreational gamers.18 This tendency Guided by this hypothesis, the valid and reliable International
to conflate esports and recreational purpose of this research was to Physical Activity Questionnaire
gamers might be why a recent investigate the relationship between (IPAQ) to assess physical activity
systematic review of gamers’ lifestyle esports gamers, recreational gamers, and sedentary behavior. 27 The
behaviors such as physical activity and the Active Couch Potato survey also assessed time spent
and sedentary behavior produced lifestyle. Because gaming playing video games (min/day)
equivocal results.19 behavior24,25 as well as physical and esports team membership
Despite emerging evidence that activity behavior26 has been shown (dichotomous variable: yes/no). In
physical exercise might benefit to interact with age and gender, this sample of experienced

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gamers, those who answered “yes” values of time spent playing video significant differences in moderate
will be referred to as “esports games, moderate-intensity physical and vigorous physical activity
gamers” (n = 304) and those who activity, vigorous-intensity physical (F ≥83.26, P < .001). The Not Active
answered “no” will be referred to activity, and sedentary behavior group participated in significantly less
as “recreational gamers” (n = 229). between the 3 physical activity moderate physical activity than the
The minimum age for participating groups (i.e., Not Active, Active, Active group (P < .001, 95% C.I. =
in the study was 18 years. The Active Couch Potato). The intent was [ 443.66, 304.20]) and Active
mean age of participants was to illustrate similarities and Couch Potatoes (P < .001, 95% C.I. =
35.4 years (±10.1) and in that differences in time spent gaming, [ 383.42, 196.15]). Likewise, the
respect this sample is comparable participating in physical activity, and Not Active group participated in
to the larger population of US sitting between these groups. significantly less vigorous physical
gamers where 80% of video game Second, a multinomial logistic activity than the Active group (P <
players are adults aged 18 or older regression was used to examine the .001, 95% C.I. = [ 454.00, 313.68])
with an average age of 31 years. 28 relationship between potential and Active Couch Potatoes (P < .001,
predictor variables (i.e., esports 95% C.I. = [ 376.50, 188.07]). Also,
Physical Activity Group membership, sex, age) and the the Active Couch Potatoes spent
Definitions
physical activity group variable. significantly less time participating in
We used the physical activity and Multinomial logistic regressions are moderate (P = .044, 95% C.I. =
sedentary behavior data to identify commonly used to model categorical [ 166.56, 1.72]) and vigorous
Active Couch Potatoes. The method dependent variables as is the case physical activity (P = .010, 95% C.I. =
for doing so was developed in here.31 Potential interactions [ 184.49, 18.64]) in comparison to
a previous paper.29 Briefly, between the regression’s predictor the Active group. There were also
established physical activity variables (i.e., esports sex, esports significant differences in sedentary
guidelines developed by the age) were examined using crosstabs behavior across groups (F = 221.99,
American College of Sports Medicine with a Chi-Square test of statistical P < .001). The Active Couch Potatoes
(ACSM) recommend that adults significance and independent were significantly more sedentary
should do at least 150 min a week of samples T-tests. Finally, a crosstabs than the Not Active group (P < .001,
moderate-intensity, or 75 min with a Chi-Square test of statistical 95% C.I. = [1254.86, 2075.04]) and the
a week of vigorous-intensity significance was used to provide Active group (P < .001, 95% C.I. =
physical activity, or an equivalent additional description of the [2678.40, 3400.30]). The Not Active
combination of both.30 Additionally, relationship identified in the logistic group was also significantly more
research suggests that sitting more regression. Data were analyzed sedentary than the Active group (P <
than 8 hours per day increases risk using SPSS version 26 with α ≤ .05. .001, 95% C.I. = [ 2075.04,
for all-cause mortality.21-23 1254.86]).
Therefore, we identified any The potential relationship between
participant who sat 8 or more hours Results
physical activity group and the
per day while also meeting the This sample of experienced video predictor variables (i.e., esports
ACSM recommendations for game players averaged 211 ± 120 min membership, age, sex) was assessed
physical activity as an “Active Couch per day (i.e., over 3.5 h) of game play. using a multinomial logistic
Potato.” Similarly, individuals who The sample was divided into 3 regression. Accordingly, the
did not meet the recommendations physical activity groups using likelihood ratio test was used to
for physical activity were established physical activity assess the importance of each
categorized as “Not Active.” Finally, guidelines: 133 (25%) were not predictor.31 This test compares the
individuals who met the physical sufficiently active, 315 (59%) were strength of the model with the
activity guidelines and sat less than sufficiently active and not highly variable of interest to the strength of
8 h per day were categorized as sedentary, and 85 (16%) were the model without the variable of
“Active.” To summarize, established sufficiently active and highly interest. Using this approach, sex did
guidelines were used to create an sedentary (i.e., Active Couch not contribute to the model (χ 2 =
activity variable with 3 physical Potatoes). The complete results from 3.13, df = 2, P = .209); age did not
activity groups: Not Active, Active, the group comparisons are presented contribute to the model (χ 2 = 4.51,
and Active Couch Potato. in Table 1. In summary, ANOVA df = 2, P = .105); however, esports
revealed no significant difference in membership did contribute to the
Data Analysis the time these groups spent playing model (χ 2 = 58.98, df = 2, P < .001).
First, an ANOVA with Bonferroni video games (F = 1.105, P = .332). As Next, a crosstabs with Chi-Square
post hoc tests compared mean was expected, ANOVA revealed identified a significant interaction

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Table 1.
ANOVA With Bonferroni Post Hoc Comparisons.

Group N Mean Std Dev df F Sig

Not active 133 213.51 115.44 2 1.105 .332

Playing timea Active 315 205.65 122.30

ACPa 85 227.12 119.44

Not activeb 133 2999.00 1886.16 2 221.99 <.001


a b
Sitting Active 315 1624.60 849.95

ACPb 85 4663.95 1117.79

Not activeb 133 15.04 31.43 2 83.26 <.001

Moderate physical activitya Activec 315 388.97 323.90

ACPc 85 304.82 322.03

Not activeb 133 2.71 9.50 2 86.39 <.001

Vigorous physical activitya Actived 315 386.55 332.27


d
ACP 85 284.99 301.15
a
Playing time, minutes per day spent playing video games; Sitting, moderate and vigorous physical activity measured in minutes per week; ACP, active couch
potato.
b
Significant difference between each group (P < .001).
c
Significant difference with “not active” group (P < .001) and between active and ACP groups (P = .044).
d
Significant difference with “not active” group (P < .001) and between Active and ACP groups (P = .010).

between sex and esports Regression results highlighting the the odds of being categorized as Not
membership (χ 2 = 19.73, df = 1, P < relationship between activity group Active given differences in gaming
.001). Specifically, 70% of females in and esports membership are style. This comparison was not
the sample (122/172) participated in presented in Table 2. Logistic statistically significant (Wald = .27,
esports vs 51% of the males (182/ regression estimates are best df = 1, P = .603).
360). Also, independent samples T- interpreted as a comparison of Finally, crosstabs provided
tests identified a significant odds.31 Looking at Table 2, row 1 additional descriptive details of the
interaction between age and esports presents the odds of a respondent relationship between the physical
membership (t = 3.43, df = 530, P < being categorized as Active activity groups and esports
.001). Specifically, the mean age of compared to the odds of being participation. Complete results are
esports gamers was 36.65 years categorized as Not Active given presented in Table 3. In the Not
compared to a mean age of 33.72 differences in gaming style (i.e., Active group, 64.7% were
years for recreational gamers. recreational vs esports). This recreational gamers and 35.3%
Therefore, 2 interaction terms were comparison was statistically were esports gamers. In the Active
added to the model (esports sex, significant (Wald = 47.41, df = 1, P < group, 28.9% were recreational
esports age). The interaction terms .001) and shows that esports gamers gamers and 71.1% were esports
did not make significant were 4.55 times more likely than gamers. And in the Active Couch
contributions to the model (χ 2 ≤ recreational gamers to be in the Potato group, 61.2% were
1.031, df = 2, P ≥ .597) while the Active group compared to the Not recreational gamers and 38.8%
significance of the original predictors Active group. The second row of were esports gamers. Looked at
remained unchanged. Thus, esports Table 2 presents the odds of another way, 73.7% of all
membership was the only significant a respondent being categorized as participants identified as esports
predictor of physical activity group. an Active Couch Potato compared to gamers were in the Active group

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Table 2.
Logistic Regression of Physical Activity Groupa and Esports Membership.

Activity Group Predictor B Std. Error Wald df Sig Exp(B) 95% CI for Exp(B)

Intercept .045 .151 .091 1 .763


Active
Esports 1.516 .220 47.41 1 <.001 4.55 2.96 7.01

Intercept .503 .176 8.20 1 .004


Active couch potato
Esports .149 .287 .27 1 .603 1.16 .66 2.04
a
“Not active” is the reference group for the comparison.

Table 3.
Crosstabsa Comparing Esports Participation With Physical Activity Group.

Esports Participation

Physical Activity Group No Yes Total

Frequency 86 47 133

Not active % within phy. activity group 64.7% 35.3% 100%

% within esports participation 37.6% 15.5%

Frequency 91 224 315

Active % within phy. activity group 28.9% 71.1% 100%

% within esports participation 39.7% 73.7%

Frequency 52 33 85

Active couch potato % within phy. activity group 61.2% 38.8% 100%

% within esports participation 22.7% 10.9%

Frequency 229 304 533


Total
100% 100%
a
Chi-square = 62.52 (df = 2, sig. < .001) indicating a relationship between esports athletes and physical activity group.

while only 39.7% of all participants participation and physical activity would be more likely than
identified as recreational gamers group. recreational gamers to be Active
were in the Active group. In Couch Potatoes was not supported.
contrast, recreational gamers were To briefly summarize, a logistic
Discussion
more likely than esports gamers to regression suggested that esports
be categorized as Not Active or as Our hypothesis that esports gamers gamers were significantly more
Active Couch Potatoes. These would be more likely than likely than recreational gamers to be
differences were significant (χ 2 = recreational gamers to meet categorized as Active compared to
62.52, df = 2, Sig. < .001) providing established physical activity Not Active. Age, sex, and the
additional support for the guidelines was supported. However, interaction terms (i.e., age esports,
relationship between esports our hypothesis that esports gamers sex esports) were not significant

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American Journal of Lifestyle Medicine nn–nn 2023

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Declaration of Conflicting
recreational gamers were
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in the Not Active group or Active The author(s) declared no potential conflicts of interest activity during physical inactivity: A
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publication of this article. low-intensity activity. J Physiol. 2003;
there was no relationship between
551(2):673-682.
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is an area of interest for future All procedures were approved by the university Healy GN, Owen N. Physiological and
research. institutional review board. health implications of a sedentary
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