ArticleBMJ open sport & exercise medicine2021
Physical activity levels, lifestyle behaviour and musculoskeletal health profiles among seated video gamers during COVID-19.
Article in BMJ open sport & exercise medicine, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
What it found
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Who cites it
4 citing papers in PubMed, 16 citations in OpenAlex.
- Reconceptualizing online gaming in emerging adulthood: a phenomenological study.BMC psychology · 2026Article
- Characterization of Gaming-Related Symptoms and Musculoskeletal Pain Complaints in Individuals Who Participate in Electronic Gaming.American journal of lifestyle medicine · 2026Article
- The sitting vs standing spine.North American Spine Society journal · 2022Review
- The Impact of COVID-19 on Male Semiprofessional Cricket Player's Mental Health and Performance Following the Resumption of Sporting Events.American journal of men's healthArticle
Corrections and comments
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Authors and funding
2 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectivesThe aim of this research study was to determine the physical activity levels of non-active video gamers, and to determine how much other time was spent with sedentary behaviours, both in recreational and occupational domains.
methodsThe study used the International Physical Activity Questionnaire, and investigated physical activity levels and health data of seated gamers. Typical weekly gaming habits, self-reported musculoskeletal pain and physical activity levels experienced by participants while gaming was also obtained.
resultsOut of a total of 102 participants, 69.6% stated that they game for 3 hours or more on a typical weekday. Most participants video game seated or reclined (96.1%, p=0.01), with only four participants engaging in some form of active video gaming. In relation to physical activity levels, despite the high frequency and duration of gameplay, 87.3% of participants stated they engaged in moderate-intensity physical activity (p=0.02). There was an association with video gaming and musculoskeletal pain, with over half of the participants stating they experienced pain while gaming. There was also a link between seated video gaming and musculoskeletal pain among participants.
conclusionFindings from this study show that the high frequency and duration of video gaming among gamers does not affect physical activity for moderate and vigorous intensities, but does affect musculoskeletal pain. Further research is required to determine whether video gaming has a significant effect on lifestyle, sedentary habits and musculoskeletal health, especially in the context of the COVID-19 pandemic where sedentary behaviour has likely increased.
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