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Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults

Author

Listed:
  • Togo Onishi

    (Graduate School of Human and Social Sciences, Shimane University, Matsue 690-8504, Japan)

  • Masayuki Yamasaki

    (Faculty of Human Sciences, Shimane University, Matsue 690-8504, Japan)

  • Taketaka Hara

    (Faculty of Education, Shimane University, Matsue 690-8504, Japan)

  • Tetsuya Hirotomi

    (Interdisciplinary Faculty of Science and Engineering, Shimane University, Matsue 690-8504, Japan)

  • Ryo Miyazaki

    (Faculty of Human Sciences, Shimane University, Matsue 690-8504, Japan)

Abstract

In the last few years, esports have become popular among older individuals. Although participation in esports can become a novel activity for older adults, evidence on their effects is limited to young individuals. This study investigated the effects of esports participation on the emotional and physiological states of older adults. Twenty-five older men and women participating in health promotion activities in community centers (75 ± 8 years old) played a two-player racing game (Gran Turismo Sport, Sony) for 8–10 min. Their heart rates (HRs) were measured while the subjects played the games. The blood pressure (BP) and Profile of Mood States (POMS) were measured before and after gaming. The average HR during games (98 ± 17 bpm) was significantly higher than at pre-gaming (76 ± 11 bpm, p < 0.001). The BP before and after the games did not significantly change. Interestingly, the vigor scores (positive mood affect) in POMS increased after the games ( p < 0.05) in females, but not in males. In summary, among older individuals, playing esports games showed a moderate increase in HR, no spike/drop of BP, and positive mood elevation. Our preliminary data suggest the feasibility of participating in esports in a community for older adults and that it could affect mood positively, especially among older women.

Suggested Citation

  • Togo Onishi & Masayuki Yamasaki & Taketaka Hara & Tetsuya Hirotomi & Ryo Miyazaki, 2022. "Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults," IJERPH, MDPI, vol. 19(18), pages 1-11, September.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:18:p:11683-:d:916704
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    References listed on IDEAS

    as
    1. Kevin Rudolf & Peter Bickmann & Ingo Froböse & Chuck Tholl & Konstantin Wechsler & Christopher Grieben, 2020. "Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019," IJERPH, MDPI, vol. 17(6), pages 1-14, March.
    2. Dannie Fu & Natalia Incio Serra & Hubert Mansion & Emilia Tamko Mansion & Stefanie Blain-Moraes, 2022. "Assessing the Effects of Nature on Physiological States Using Wearable Technologies," IJERPH, MDPI, vol. 19(3), pages 1-16, January.
    3. Michael G Trotter & Tristan J. Coulter & Paul A Davis & Dylan R Poulus & Remco Polman, 2020. "The Association between Esports Participation, Health and Physical Activity Behaviour," IJERPH, MDPI, vol. 17(19), pages 1-14, October.
    4. Curtis Fennell & Thomas Eremus & Moisés Grimaldi Puyana & Borja Sañudo, 2022. "The Importance of Physical Activity to Augment Mood during COVID-19 Lockdown," IJERPH, MDPI, vol. 19(3), pages 1-11, January.
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