Araştırma Makalesi
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Genç Espor Oyuncularının Kronotipleri ve Fiziksel Aktivite Durumları Arasındaki İlişki

Yıl 2023, Cilt: 6 Sayı: 1-Cumhuriyet'in 100. Yılı Özel Sayısı, 860 - 872, 29.10.2023
https://doi.org/10.38021/asbid.1373133

Öz

Espor katılımcılarının sayısı gün geçtikçe artmaya devam ederken, konuyla ilgili araştırma sayısının de artması dikkat çekicidir. Dahası, espor oyuncuları ve kronotipleri üzerine literatür kısıtlı olsa da var olan bulguların altında birkaç önemli kritik konu vardır. Bu çalışmada, esporla ilgilenen genç yetişkinlerin kronotiplerinin belirlenmesi ve fiziksel aktivite durumları ile aralarındaki ilişkinin incelenmesi amaçlanmıştır.
Bu çalışma grubunda espora ilgi duyan ve Türkiye'nin farklı bölgelerinde yaşayan 17-24 yaş arası 190 katılımcı yer almaktadır. Espor eğitimine katılan esporculardan veri elde etmek için web tabanlı bir anket kullanılmıştır. Bu anket ile katılımcıların demografik bilgileri, oyun oynama süreleri, fiziksel aktivite durumları ve kronotiplerini belirlemek için Sabahçıl-Akşamcıl Anketi (MEQ) ölçeği uygulanmıştır. Daha sonra toplanan verilerin nasıl dağılım gösterdikleri kontrol edilerek SPSS 25 programı ile analizleri gerçekleştirilmiştir.
Çalışmanın sonuçları, esporla ilgilenen genç yetişkin katılımcıların öncelikle "ara tip (%62)", daha sonra "akşamcıl tip (%31)" olduğunu ortaya koydu. Ayrıca, IPAQ sonuçlarına göre, "akşamcıl tipin" fiziksel aktivite seviyeleri anlamlı derecede düşüktü (p<0.05).
Sonuç olarak, esporla ilgilenen genç yetişkinlerin çoğunluğunun kronotiplerinin "ara tip" olduğu ortaya çıkmıştır. Ayrıca sonuçlar, ara tipteki katılımcıların fiziksel aktiviteye daha fazla zaman ayırabildiğini göstermektedir.

Etik Beyan

Bu çalışmayı Üniversite Etik Kurulu tüm prosedürleri ve deneysel tasarımı ile onaylamıştır (2023/12-02.DEU-GOA-7968). Çalışma protokolü Helsinki Deklarasyonu'nun son versiyonuna uygundur. Ayrıca bu çalışma "7. Uluslararası Akademik Spor Araştırmaları Kongresinde" özet bildiri olarak sunulmuştur.

Kaynakça

  • Agargun, M. Y., Cilli, A. S., Boysan, M., Selvi, Y., Gulec, M., & Kara, H. (2007). Turkish version of morningness-eveningness questionnaire (MEQ). Sleep Hypn, 9(1), 16.
  • Ahn, J., Collis, W., & Jenny, S. (2020). The one billion dollar myth: Methods for sizing the massively undervalued esports revenue landscape. International Journal of Esports, 1(1).
  • Altintas, E., Karaca, Y., Hullaert, T., & Tassi, P. (2019). Sleep quality and video game playing: Effect of intensity of video game playing and mental health. Psychiatry research, 273, 487-492.
  • Brückmann, K. F., Hennig, J., Müller, M. J., Fockenberg, S., Schmidt, A.-M., Cabanel, N., & Kundermann, B. (2020). Influence of chronotype on daily mood fluctuations: pilot study in patients with depression. BJPsych Open, 6(2), e17.
  • Caci, H., Deschaux, O., Adan, A., & Natale, V. (2009). Comparing three morningness scales: age and gender effects, structure and cut-off criteria. Sleep medicine, 10(2), 240-245.
  • Craig, C. L., Marshall, A. L., Sjöström, M., Bauman, A. E., Booth, M. L., Ainsworth, B. E., Pratt, M., Ekelund, U., Yngve, A., & Sallis, J. F. (2003). International physical activity questionnaire: 12-country reliability and validity. Medicine & Science in Sports & Exercise, 35(8), 1381-1395.
  • Dalkiliç Tunç, B. (2020). Bilgisayar programcılarında kişilik özellikleri ve sirkadiyen ritmin iş verimliliğine etkisi. Üsküdar Üniversitesi, Sağlik Bilimleri Enstitüsü, Nörobilim Anabilim Dalı, İstanbul.
  • Elliott, R., Buijsman, M., Doan, L. T.-L., Koh, R.-W., Ngoc, M. T. L., & Pamboris, A. (2022). Global Games Market Report. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2022-free-version Retrieved from 19.04.2023
  • Field, A. (2013). Discovering statistics using IBM SPSS statistics. Sage.
  • Giakoni-Ramírez, F., Merellano-Navarro, E., & Duclos-Bastías, D. (2022). Professional esports players: motivation and physical activity levels. International Journal of Environmental Research and Public Health, 19(4), 2256.
  • Glavin, E. E., Ceneus, M., Chanowitz, M., Kantilierakis, J., Mendelow, E., Mosquera, J., & Spaeth, A. M. (2021). Relationships between sleep, exercise timing, and chronotype in young adults. Journal of Health Psychology, 26(13), 2636-2647.
  • Gomes, M. A., Narciso, F. V., de Mello, M. T., & Esteves, A. M. (2021). Identifying electronic-sport athletes’ sleep-wake cycle characteristics. Chronobiology International, 38(7), 1002-1009.
  • Grand View Research. (2022). Esports Market Growth & Trends. https://www.grandviewresearch.com/press-release/global-esports-market Retrieved from 19.04.2023
  • Harding, N., & Noorbhai, H. (2021). Physical activity levels, lifestyle behaviour and musculoskeletal health profiles among seated video gamers during COVID-19. BMJ Open Sport & Exercise Medicine, 7(3), e001194.
  • Horne, J. A., & Östberg, O. (1976). A self-assessment questionnaire to determine morningness-eveningness in human circadian rhythms. International Journal of Chronobiology, 4(2),97-110
  • Kang, J. O., Kang, K. D., Lee, J. W., Nam, J. J., & Han, D. H. (2020). Comparison of psychological and cognitive characteristics between professional internet game players and professional baseball players. International Journal of Environmental Research and Public Health, 17(13), 4797.
  • Kortesoja, L., Vainikainen, M.-P., Hotulainen, R., & Merikanto, I. (2023). Late-Night Digital Media Use in Relation to Chronotype, Sleep and Tiredness on School Days in Adolescence. Journal of Youth and Adolescence, 52(2), 419- 433.
  • Lee, J. H., Kim, S. J., Lee, S. Y., Jang, K. H., Kim, I. S., & Duffy, J. F. (2014). Reliability and validity of the Korean version of Morningness–Eveningness Questionnaire in adults aged 20–39 years. Chronobiology International, 31(4), 479-486.
  • Lee, S., Bonnar, D., Roane, B., Gradisar, M., Dunican, I. C., Lastella, M., Maisey, G., & Suh, S. (2021). Sleep characteristics and mood of professional esports athletes: A multi-national study. International Journal of Environmental Research and Public Health, 18(2), 664. https://doi.org/https://doi.org/10.3390/ijerph18020664
  • Mancı, E. (2022). Esporda Bilişsel Performans. In Egemen Mancı, Seyhan Bekir, Yasin Nuri Çakır (Ed.), Espora Multidisipliner Yaklaşımlar (Vol. 1, pp. 113-120). Nobel Bilimsel Eserler. https://doi.org/https://doi.org/10.5281/zenodo.8217239
  • McKay, A. K., Stellingwerff, T., Smith, E. S., Martin, D. T., Mujika, I., Goosey-Tolfrey, V. L., Sheppard, J., & Burke, L. M. (2022). Defining Training and Performance Caliber: A Participant Classification Framework. International Journal of Sports Physiology and Performance, 17(2), 317-331. https://doi.org/https://doi.org/10.1123/ijspp.2021-0451
  • McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Journal of Electronic Gaming and Esports, 1(1).
  • Monteiro Pereira, A., Costa, J. A., Verhagen, E., Figueiredo, P., & Brito, J. (2022). Associations between esports participation and health: A scoping review. Sports Medicine, 52(9), 2039-2060.
  • Newzoo. (2023). Newzoo’s Global Games Market Report. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2023-free-version Retrieved from 07.09.2023
  • Nicholson, M., Poulus, D., & McNulty, C. (2020). Letter in response to review: More physiological research is needed in Esports. International Journal of Esports, 1(1),31-36.
  • Özdalyan, F., Tütüncü, Ö., Gümüş, H., & Açıkgöz, O. (2021). Reliability and validity of the Turkish version of the morningness–Eveningness questionnaire. Neurological Sciences and Neurophysiology, 38(1), 50-59.
  • Pelletier, V. H., Lessard, A., Piché, F., Tétreau, C., & Descarreaux, M. (2020). Video games and their associations with physical health: A scoping review. BMJ Open Sport & Exercise Medicine, 6(1), e000832.
  • Peracchia, S., & Curcio, G. (2018). Exposure to video games: effects on sleep and on post-sleep cognitive abilities. A sistematic review of experimental evidences. Sleep Science, 11(4), 302.
  • Saglam, M., Arikan, H., Savci, S., Inal-Ince, D., Bosnak-Guclu, M., Karabulut, E., & Tokgozoglu, L. (2010). International physical activity questionnaire: reliability and validity of the Turkish version. Perceptual and Motor Skills, 111(1), 278-284.
  • Sanz-Milone, V., Yoshinori, P., & Esteves, A. M. (2021). Sleep quality of professional e-sports athletes (Counter Strike: Global Offensive). International Journal of Esports, 2(2).
  • Scharkow, M., Festl, R., Vogelgesang, J., & Quandt, T. (2015). Beyond the “core-gamer”: Genre preferences and gratifications in computer games. Computers in Human Behavior, (44), 293-298. https://doi.org/https://doi.org/10.1016/j.chb.2014.11.020
  • Sempere-Rubio, N., Aguas, M., & Faubel, R. (2022). Association between chronotype, physical activity and sedentary behaviour: a systematic review. International Journal of Environmental Research and Public Health, 19(15), 9646.
  • Silva, A., Simón, D., Pannunzio, B., Casaravilla, C., Díaz, Á., & Tassino, B. (2019). Chronotype-dependent changes in sleep habits associated with dim light melatonin onset in the antarctic summer. Clocks & Sleep, 1(3), 352-366.
  • Simons, M., Chinapaw, M. J., Brug, J., Seidell, J., & de Vet, E. (2015). Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study. International Journal of Behavioral Nutrition and Physical Activity, 12(1), 1-6.
  • Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., Douris, P., Zwibel, H., & DiFrancisco-Donoghue, J. (2020). Physiological and cognitive functions following a discrete session of competitive esports gaming. Frontiers in Psychology, 11, 1030. https://doi.org/10.3389/fpsyg.2020.01030
  • Tjønndal, A., & Skauge, M. (2021). Youth sport 2.0? The development of eSports in Norway from 2016 to 2019. Qualitative Research in Sport, Exercise and Health, 13(1), 166-183.
  • Toth, A. J., Conroy, E., & Campbell, M. J. (2021). Beyond action video games: Differences in gameplay and ability preferences among gaming genres. Entertainment Computing, (38), 100408.
  • Vitale, J. A., & Weydahl, A. (2017). Chronotype, physical activity, and sport performance: a systematic review. Sports Medicine, (47), 1859-1868.
  • Yen, J.-Y., Lin, H.-C., Chou, W.-P., Liu, T.-L., & Ko, C.-H. (2019). Associations among resilience, stress, depression, and internet gaming disorder in young adults. International Journal of Environmental Research and Public Health, 16(17), 3181.

Relationship between Young Esports Players' Chronotypes and Physical Activity Status

Yıl 2023, Cilt: 6 Sayı: 1-Cumhuriyet'in 100. Yılı Özel Sayısı, 860 - 872, 29.10.2023
https://doi.org/10.38021/asbid.1373133

Öz

It is striking that, while the number of esports participants continues to rise, so is the volume of research on the subject. Furthermore, although the literature on esports players and chronotypes is relatively small, there are a few significant insights under the small findings. In this study, it was aimed to determine the chronotypes of young adults interested in esports and to examine the relationship between them and their physical activity status.
The participants in this study group included 190 participants aged 17 to 24 who are interested in esports and live in different regions of Turkey. A web-based survey was used to obtain data from esports players who participated in esports education. With this survey, the demographic information, playing time, physical activity status, and the Morningness–eveningness Questionnaire (MEQ) scale were applied to determine the chronotypes of the participants. Then, the distribution of the collected data was determined and analyzed with the SPSS 25 program.
The results of the study revealed that young adult participants interested in esports were primarily "neither type (62%)" and then "evening type (31%)". In addition, according to the IPAQ results, the physical activity levels of "evening type" were significantly lowest (p<0.05).
As a result, it was revealed that the chronotypes of most young adults interested in esports are "neither type". In addition, the results show that participants in neither type can spend more time on physical.

Kaynakça

  • Agargun, M. Y., Cilli, A. S., Boysan, M., Selvi, Y., Gulec, M., & Kara, H. (2007). Turkish version of morningness-eveningness questionnaire (MEQ). Sleep Hypn, 9(1), 16.
  • Ahn, J., Collis, W., & Jenny, S. (2020). The one billion dollar myth: Methods for sizing the massively undervalued esports revenue landscape. International Journal of Esports, 1(1).
  • Altintas, E., Karaca, Y., Hullaert, T., & Tassi, P. (2019). Sleep quality and video game playing: Effect of intensity of video game playing and mental health. Psychiatry research, 273, 487-492.
  • Brückmann, K. F., Hennig, J., Müller, M. J., Fockenberg, S., Schmidt, A.-M., Cabanel, N., & Kundermann, B. (2020). Influence of chronotype on daily mood fluctuations: pilot study in patients with depression. BJPsych Open, 6(2), e17.
  • Caci, H., Deschaux, O., Adan, A., & Natale, V. (2009). Comparing three morningness scales: age and gender effects, structure and cut-off criteria. Sleep medicine, 10(2), 240-245.
  • Craig, C. L., Marshall, A. L., Sjöström, M., Bauman, A. E., Booth, M. L., Ainsworth, B. E., Pratt, M., Ekelund, U., Yngve, A., & Sallis, J. F. (2003). International physical activity questionnaire: 12-country reliability and validity. Medicine & Science in Sports & Exercise, 35(8), 1381-1395.
  • Dalkiliç Tunç, B. (2020). Bilgisayar programcılarında kişilik özellikleri ve sirkadiyen ritmin iş verimliliğine etkisi. Üsküdar Üniversitesi, Sağlik Bilimleri Enstitüsü, Nörobilim Anabilim Dalı, İstanbul.
  • Elliott, R., Buijsman, M., Doan, L. T.-L., Koh, R.-W., Ngoc, M. T. L., & Pamboris, A. (2022). Global Games Market Report. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2022-free-version Retrieved from 19.04.2023
  • Field, A. (2013). Discovering statistics using IBM SPSS statistics. Sage.
  • Giakoni-Ramírez, F., Merellano-Navarro, E., & Duclos-Bastías, D. (2022). Professional esports players: motivation and physical activity levels. International Journal of Environmental Research and Public Health, 19(4), 2256.
  • Glavin, E. E., Ceneus, M., Chanowitz, M., Kantilierakis, J., Mendelow, E., Mosquera, J., & Spaeth, A. M. (2021). Relationships between sleep, exercise timing, and chronotype in young adults. Journal of Health Psychology, 26(13), 2636-2647.
  • Gomes, M. A., Narciso, F. V., de Mello, M. T., & Esteves, A. M. (2021). Identifying electronic-sport athletes’ sleep-wake cycle characteristics. Chronobiology International, 38(7), 1002-1009.
  • Grand View Research. (2022). Esports Market Growth & Trends. https://www.grandviewresearch.com/press-release/global-esports-market Retrieved from 19.04.2023
  • Harding, N., & Noorbhai, H. (2021). Physical activity levels, lifestyle behaviour and musculoskeletal health profiles among seated video gamers during COVID-19. BMJ Open Sport & Exercise Medicine, 7(3), e001194.
  • Horne, J. A., & Östberg, O. (1976). A self-assessment questionnaire to determine morningness-eveningness in human circadian rhythms. International Journal of Chronobiology, 4(2),97-110
  • Kang, J. O., Kang, K. D., Lee, J. W., Nam, J. J., & Han, D. H. (2020). Comparison of psychological and cognitive characteristics between professional internet game players and professional baseball players. International Journal of Environmental Research and Public Health, 17(13), 4797.
  • Kortesoja, L., Vainikainen, M.-P., Hotulainen, R., & Merikanto, I. (2023). Late-Night Digital Media Use in Relation to Chronotype, Sleep and Tiredness on School Days in Adolescence. Journal of Youth and Adolescence, 52(2), 419- 433.
  • Lee, J. H., Kim, S. J., Lee, S. Y., Jang, K. H., Kim, I. S., & Duffy, J. F. (2014). Reliability and validity of the Korean version of Morningness–Eveningness Questionnaire in adults aged 20–39 years. Chronobiology International, 31(4), 479-486.
  • Lee, S., Bonnar, D., Roane, B., Gradisar, M., Dunican, I. C., Lastella, M., Maisey, G., & Suh, S. (2021). Sleep characteristics and mood of professional esports athletes: A multi-national study. International Journal of Environmental Research and Public Health, 18(2), 664. https://doi.org/https://doi.org/10.3390/ijerph18020664
  • Mancı, E. (2022). Esporda Bilişsel Performans. In Egemen Mancı, Seyhan Bekir, Yasin Nuri Çakır (Ed.), Espora Multidisipliner Yaklaşımlar (Vol. 1, pp. 113-120). Nobel Bilimsel Eserler. https://doi.org/https://doi.org/10.5281/zenodo.8217239
  • McKay, A. K., Stellingwerff, T., Smith, E. S., Martin, D. T., Mujika, I., Goosey-Tolfrey, V. L., Sheppard, J., & Burke, L. M. (2022). Defining Training and Performance Caliber: A Participant Classification Framework. International Journal of Sports Physiology and Performance, 17(2), 317-331. https://doi.org/https://doi.org/10.1123/ijspp.2021-0451
  • McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Journal of Electronic Gaming and Esports, 1(1).
  • Monteiro Pereira, A., Costa, J. A., Verhagen, E., Figueiredo, P., & Brito, J. (2022). Associations between esports participation and health: A scoping review. Sports Medicine, 52(9), 2039-2060.
  • Newzoo. (2023). Newzoo’s Global Games Market Report. https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2023-free-version Retrieved from 07.09.2023
  • Nicholson, M., Poulus, D., & McNulty, C. (2020). Letter in response to review: More physiological research is needed in Esports. International Journal of Esports, 1(1),31-36.
  • Özdalyan, F., Tütüncü, Ö., Gümüş, H., & Açıkgöz, O. (2021). Reliability and validity of the Turkish version of the morningness–Eveningness questionnaire. Neurological Sciences and Neurophysiology, 38(1), 50-59.
  • Pelletier, V. H., Lessard, A., Piché, F., Tétreau, C., & Descarreaux, M. (2020). Video games and their associations with physical health: A scoping review. BMJ Open Sport & Exercise Medicine, 6(1), e000832.
  • Peracchia, S., & Curcio, G. (2018). Exposure to video games: effects on sleep and on post-sleep cognitive abilities. A sistematic review of experimental evidences. Sleep Science, 11(4), 302.
  • Saglam, M., Arikan, H., Savci, S., Inal-Ince, D., Bosnak-Guclu, M., Karabulut, E., & Tokgozoglu, L. (2010). International physical activity questionnaire: reliability and validity of the Turkish version. Perceptual and Motor Skills, 111(1), 278-284.
  • Sanz-Milone, V., Yoshinori, P., & Esteves, A. M. (2021). Sleep quality of professional e-sports athletes (Counter Strike: Global Offensive). International Journal of Esports, 2(2).
  • Scharkow, M., Festl, R., Vogelgesang, J., & Quandt, T. (2015). Beyond the “core-gamer”: Genre preferences and gratifications in computer games. Computers in Human Behavior, (44), 293-298. https://doi.org/https://doi.org/10.1016/j.chb.2014.11.020
  • Sempere-Rubio, N., Aguas, M., & Faubel, R. (2022). Association between chronotype, physical activity and sedentary behaviour: a systematic review. International Journal of Environmental Research and Public Health, 19(15), 9646.
  • Silva, A., Simón, D., Pannunzio, B., Casaravilla, C., Díaz, Á., & Tassino, B. (2019). Chronotype-dependent changes in sleep habits associated with dim light melatonin onset in the antarctic summer. Clocks & Sleep, 1(3), 352-366.
  • Simons, M., Chinapaw, M. J., Brug, J., Seidell, J., & de Vet, E. (2015). Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study. International Journal of Behavioral Nutrition and Physical Activity, 12(1), 1-6.
  • Sousa, A., Ahmad, S. L., Hassan, T., Yuen, K., Douris, P., Zwibel, H., & DiFrancisco-Donoghue, J. (2020). Physiological and cognitive functions following a discrete session of competitive esports gaming. Frontiers in Psychology, 11, 1030. https://doi.org/10.3389/fpsyg.2020.01030
  • Tjønndal, A., & Skauge, M. (2021). Youth sport 2.0? The development of eSports in Norway from 2016 to 2019. Qualitative Research in Sport, Exercise and Health, 13(1), 166-183.
  • Toth, A. J., Conroy, E., & Campbell, M. J. (2021). Beyond action video games: Differences in gameplay and ability preferences among gaming genres. Entertainment Computing, (38), 100408.
  • Vitale, J. A., & Weydahl, A. (2017). Chronotype, physical activity, and sport performance: a systematic review. Sports Medicine, (47), 1859-1868.
  • Yen, J.-Y., Lin, H.-C., Chou, W.-P., Liu, T.-L., & Ko, C.-H. (2019). Associations among resilience, stress, depression, and internet gaming disorder in young adults. International Journal of Environmental Research and Public Health, 16(17), 3181.
Toplam 39 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor ve Egzersiz Psikolojisi, Antrenman
Bölüm Arşiv
Yazarlar

Egemen Mancı 0000-0001-8965-4884

Fırat Özdalyan 0000-0003-3577-0235

Erken Görünüm Tarihi 25 Ekim 2023
Yayımlanma Tarihi 29 Ekim 2023
Gönderilme Tarihi 9 Ekim 2023
Kabul Tarihi 20 Ekim 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 6 Sayı: 1-Cumhuriyet'in 100. Yılı Özel Sayısı

Kaynak Göster

APA Mancı, E., & Özdalyan, F. (2023). Relationship between Young Esports Players’ Chronotypes and Physical Activity Status. Mediterranean Journal of Sport Science, 6(1-Cumhuriyet’in 100. Yılı Özel Sayısı), 860-872. https://doi.org/10.38021/asbid.1373133

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