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EFFECTS OF BRISK WALKING & CYCLING ON CARDIORESPIRATORY FITNESS, ANXIETY, AND SLEEP IN E-GAMERS: A QUASI-EXPERIMENTAL STUDY


Article Information

Title: EFFECTS OF BRISK WALKING & CYCLING ON CARDIORESPIRATORY FITNESS, ANXIETY, AND SLEEP IN E-GAMERS: A QUASI-EXPERIMENTAL STUDY

Authors: Tarfa Habib, Kinza Riaz, Tayyaba Gul, Sarwat Mehmood , Arslan Anwar, Rehan Sarwar , Zain Ai

Journal: Insights-Journal of Health and Rehabilitation

HEC Recognition History
Category From To
Y 2024-10-01 2025-12-31

Publisher: Health And Research Insights (SMC-Private) Limited

Country: Pakistan

Year: 2025

Volume: 3

Issue: 2 (Health and Rehabilitation)

Language: en

DOI: 10.71000/jb6bd406

Keywords: StressAnxietyExerciseSleep qualityPhysical activitycardiorespiratory fitnessE-gamers

Categories

Abstract

Background: The rising popularity of electronic gaming has raised concerns about its detrimental effects on both physical and mental health. E-gamers are particularly at risk for experiencing poor cardiorespiratory fitness, increased anxiety, and disrupted sleep patterns due to prolonged gaming sessions and sedentary lifestyles.
Objective: This study aims to assess the effects of a 4-week aerobic exercise intervention (brisk walking and cycling) on the cardiorespiratory fitness, anxiety levels, and sleep quality of e-gamers.
Methods: A quasi-experimental design was implemented with 28 e-gamers (aged 18-30) who played at least 4 hours of games daily. Participants were divided into two groups: the intervention group (n=14), which engaged in brisk walking and cycling for 30 minutes, five days per week, and the control group (n=14), which maintained their usual gaming routine. Pre- and post-intervention assessments were made using the Pittsburgh Sleep Quality Index (PSQI), Beck Anxiety Inventory (BAI), and the 6-Minute Walk Test (6MWT). Data were analyzed using SPSS-25, with a significance level set at p<0.05.
Results: The intervention led to significant improvements in all measured parameters. Cardiorespiratory fitness, as assessed by the 6MWT, improved by an average of 38.42 meters (p=0.003). Anxiety levels decreased from a pre-intervention BAI score of 14.91 to 8.91 post-intervention (p=0.000). Sleep quality, as measured by the PSQI, improved significantly from a mean score of 7.91 to 4.66 (p=0.002). Additional analysis of sleep components revealed improvements in sleep duration and efficiency (p<0.05).
Conclusion: The study demonstrates that aerobic exercise is a highly effective intervention for improving cardiorespiratory fitness, reducing anxiety, and enhancing sleep quality in e-gamers. These findings suggest that incorporating physical activity into gaming routines can mitigate the adverse health effects of prolonged screen time.


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