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Exploring the Intersection of Gaming and Fitness

At Harris College, we take pride in our students’ commitment to advancing scientific knowledge and contributing to impactful research.

Haylei Scoggins, a second-year Ph.D. in Health Sciences student specializing in Sport & Exercise Psychology, has focused her research on the exercise behaviors of adult video game players, a unique and understudied population.

Her work is paving the way for innovative interventions and insights into balancing technology use with physical activity.

Research Focus and Rationale

Can you explain the focus of your research on exercise behaviors in adult video game players?

Scoggins: My research aims to examine the balance between time spent playing video games and time spent on physical activities among adult video game players in 2024. Previous studies on this topic were conducted in 2009 and 2018, with one study during the COVID-19 pandemic. As technology use has increased and the pandemic has further contributed to sedentary behaviors, this research seeks to determine if these trends have persisted and how they compare to past data. Understanding these patterns can help develop interventions if necessary.

Why do you believe adult video game players are an understudied population when it comes to exercise behaviors?

Scoggins: Adult video game players (VGPs) are understudied for a few reasons. Many studies focus on children and adolescents to prevent future health problems by promoting good habits early. Additionally, stereotypes about video game players, such as being lazy or unhealthy, may lead researchers to consider adult VGPs’ behaviors as established norms that do not require further investigation.

Why is it important to parse out specifics on adult sedentary behavior, especially when current research often focuses on children and adolescents?

Scoggins: Research on children and adolescents helps develop targeted interventions and guidelines. However, adult sedentary behaviors are often lumped together, which makes it difficult to identify which activities dominate their screen time. Without this specificity, creating effective interventions for adults is challenging. Developing guidelines for adult screen time could help manage their leisure sedentary time and mitigate the effects of excessive screen use.

Preliminary Findings and Trends

Could you share some preliminary data or findings from your study? What trends or patterns are you seeing so far?

Scoggins: As of April 2024, our study includes 91 participants: 80% male, 20% female, with ~81% White and 19% people of color. Participants spend an average of 50 hours per week sedentary, with 25 hours dedicated to video games. The most common platform is a personal computer (PC), with 18 hours per week. Participants engage in 18 hours per week of physical activity (PA), but only 8 hours at their job and 4 hours on yard work. Leisure time physical activity is more beneficial for health than job-related PA. Among participants, 41 have at least one chronic health condition, and 28 report mental health issues.

What has been the most surprising or interesting finding in your research so far?

Scoggins: The most surprising finding is that shooter games (first and third person) are the most popular genre in terms of time spent, followed by action games. I expected massively multiplayer online role-playing games (MMORPGs) to have the most playtime due to their structure, but this was not the case.

Broader Implications

How do you believe your research can contribute to the broader field of sport and exercise psychology?

Scoggins: My research can provide a starting point for understanding the motivations behind video game play in adults and using these insights to promote physical activity and exercise among this group. Additionally, it can explore ways to enhance the enjoyment and desire to engage in physical activities among adult video game players. It can also investigate applying sport psychology techniques to improve performance in esports athletes using strategies that have been effective with traditional athletes.

Recommendations and Strategies

What are some dangers associated with prolonged gameplay without adequate physical activity, and how can adults balance gaming with physical activity?

Scoggins: Prolonged gameplay without adequate physical activity increases the risk of sciatica, musculoskeletal problems (e.g., tendonitis, carpal tunnel), obesity, type 2 diabetes, and cardiovascular diseases. To mitigate these risks, adults should balance gaming with physical activity by using standing desks, setting reminders to take breaks, using a walking pad if affordable, leveraging social support to incorporate physical activity, and building exercise into their daily schedules.

What strategies or recommendations do you have for adult gamers to incorporate more physical activity into their routines?

Scoggins: Some of these strategies include:

  • Using standing desks, especially for PC play.
  • Setting alarms/reminders throughout gaming sessions to take physical activity breaks (5-10 minutes).
  • Using a walking pad, if affordable.
  • Using social support to incorporate physical activity and exercise with friends and family.
  • Taking physical activity breaks together and holding each other accountable.
  • Building physical activity and exercise into the daily schedule.

By identifying the unique challenges faced by this understudied population, Scoggins’ research aims to develop effective interventions and strategies to promote healthier lifestyles.

Her findings are featured on the Aura Fury podcast on Spotify, a podcast dedicated to exploring the intersections of health, wellness and technology.