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. 2020 Mar 13;17(6):1870. doi: 10.3390/ijerph17061870

Table 4.

Data on video game play time and training characteristics.

Group Play Time 1
[hours/week]
Mean (SD)
Structured Training 2
[“yes”]
n (%)
Form of Training
[mode]
n (%)
% of Overall Training Time that Takes Place at the PC/console ³
Mean (SD)
Total sample
(n = 978) *
24.4 (15.9) 295 (30.2) “training with friends”
133 (45.1)
90 (16.8)
Professional players (n = 14) 28.6 (12.0) 8 (57.1) R “training alone and/or with random opponents/players”
4 (50.0)
91.0 (11.1)
Former professional players (n = 33) 25.3 (20.1) 17 (51.5) R “training in a team without a coach”
7 (41.2)
84.2 (21.6)
Amateurs (n = 355) 28.4 (16.6) R 206 (58.4) R “training in a team without a coach”
97 (47.1)
89.4 (13.8)
Regular players (n = 576) 21.7 (14.7) A 64 (11.1) P,F,A “training with friends”
47 (73.4)
80.7 (22.4)
Sig. <0.01 <0.01 - 0.12

“Form of training” (multiple responses possible) and “Percentage of overall training time that takes place at the PC/console” were only answered by players participating in structured training. * Occasional players (n = 87) did not answer questions regarding video game usage, one missing data set; 1: ANCOVA (controlling for age, gender and BMI); 2: Fisher’s exact test; 3: Kruskal–Wallis test; Superscript letters indicate statistically significant differences (p < 0.05) to other groups in the same column: P—professional players; F—Former professional players; A—Amateurs; R—Regular players.