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Nicholson M, Thompson C, Poulus D, Pavey T, Robergs R, Kelly V, McNulty C. Physical Activity and Self-Determination towards Exercise among Esports Athletes. SPORTS MEDICINE - OPEN 2024; 10:40. [PMID: 38625433 PMCID: PMC11021385 DOI: 10.1186/s40798-024-00700-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/21/2023] [Accepted: 03/19/2024] [Indexed: 04/17/2024]
Abstract
BACKGROUND Esports is competitive video gaming, performed within teams or individually, across multiple genres. Players are required to be sedentary for extended periods and require a high-level of cognitive skills for successful competitive performance. There are conflicting findings within the physical activity research in the esports industry. The aim of this research is to explore self-reported physical activity through accelerometer-assessed physical activity, to gain a better insight into the physical activity behaviours of international e'athletes. METHOD Participants (n = 796) across multiple popular esports games, holding any in-game rank, competing at any level, were recruited. The survey consisted of demographic details, esports experience, the International Physical Activity Questionnaire-Long Form (IPAQ-LF), and Behavioural Regulations towards Exercise Questionnaire (BREQ-3). Within a convenience sample, local intervarsity e'athletes (n = 18) were recruited to wear a wrist-worn accelerometer to measure physical activity for 7-days and then complete the survey. Results from the accelerometers were compared to the survey results to explore physical activity reporting within this population. RESULTS When comparing IPAQ-LF to accelerometer data, players significantly over-report moderate-to-vigorous physical activity and weekly MET-min- 1 (p = .018, r = .63 and p ≤ .001, r = .92). The BREQ-3 showed that e'athletes categorised as high physical activity displayed significantly higher levels of intrinsic motivation, when compared to players categorised as low and moderate physical activity. CONCLUSIONS E'athletes significantly over report physical activity time when measured through the IPAQ-LF, suggesting previous surveys may overestimate physical activity and further research is needed. Given the exponential growth of the industry and the level of physical inactivity, esports may contribute to global physical inactivity levels.
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Affiliation(s)
- Mitchell Nicholson
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, Queensland, Australia.
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology (QUT), Victoria Park Road, Kelvin Grove, Queensland, 4059, Australia.
| | - Courtney Thompson
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, Queensland, Australia
- School of Health, Faculty of Health, University of the Sunshine Coast, Sippy Downs, Queensland, Australia
| | - Dylan Poulus
- School of Human Sciences, Faculty of Health, Southern Cross University, Coolangatta, Queensland, Australia
- Manna Institute, Southern Cross University, Lismore, Australia
| | - Toby Pavey
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Rob Robergs
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Vincent Kelly
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Craig McNulty
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, Queensland, Australia
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2
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Lee SL, Tam CL. Confounding analysis with gaming aspects in predicting psychological distress of esports players. Psych J 2024. [PMID: 38298166 DOI: 10.1002/pchj.728] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2023] [Accepted: 12/06/2023] [Indexed: 02/02/2024]
Abstract
This research aimed to explore the interplay between the central and peripheral aspects of gaming and their correlation with internet gaming disorder (IGD) in predicting indicators of psychological distress. The study proposed that the core and peripheral characteristics of gaming serve as confounding variables affecting the direct relationship between IGD and psychological distress. Employing a longitudinal design spanning two distinct timeframes, the research involved 100 esports players from Malaysia, all of whom had participated in at least one official tournament. The outcomes revealed that both the core and peripheral attributes of gaming significantly predicted stress, anxiety, and depression. However, IGD exhibited a significant predictive association only with stress. Notably, the study also detected the confounding effects of core and peripheral characteristics in the direct link between IGD and stress. These results imply that core and peripheral gaming traits should be interpreted as individual differences that amplify susceptibility to IGD and its associated psychological distress indicators. Moreover, the findings suggested that IGD might not be a prominent concern for esports players, potentially due to their training in performance management as athletes. The paper explores further implications stemming from these findings.
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Affiliation(s)
- Soon Li Lee
- Department of Psychology, Jeffrey Cheah School of Medicine and Health Sciences, Monash University Malaysia, Subang Jaya, Malaysia
| | - Cai Lian Tam
- Department of Psychology, Jeffrey Cheah School of Medicine and Health Sciences, Monash University Malaysia, Subang Jaya, Malaysia
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3
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Welsh MR, Mosley E, Laborde S, Day MC, Sharpe BT, Burkill RA, Birch PDJ. The use of heart rate variability in esports: A systematic review. PSYCHOLOGY OF SPORT AND EXERCISE 2023; 69:102495. [PMID: 37665930 DOI: 10.1016/j.psychsport.2023.102495] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/04/2023] [Revised: 07/14/2023] [Accepted: 07/17/2023] [Indexed: 09/06/2023]
Abstract
Heart rate variability (HRV) is a psychophysiological measure of particular interest in esports due to its potential to monitor player self-regulation. This study aimed to systematically review the utilisation of HRV in esports. Consideration was given to the methodological and theoretical underpinnings of previous works to provide recommendations for future research. The protocol was made available on the Open Science Framework. Inclusion criteria were empirical studies, examining HRV in esports, using esports players, published in English. Exclusion criteria were non-peer-reviewed studies, populations with pre-existing clinical illness other than Internet Gaming Disorder (IGD), opinion pieces or review papers. In November 2022 a search of Web of Science, PubMed, and EBSCOHost identified seven studies using HRV in esports. Risk of bias was assessed using the Mixed Methods Appraisal Tool. Narrative review identified two primary uses of HRV in esports; stress response and IGD. A lack of theoretical and methodological underpinning was identified as a major limitation of current literature. Further investigation is necessary before making recommendations regarding the use of HRV in esports. Future research should employ sound theoretical underpinning such as the use of vagally mediated HRV and the robust application of supporting methodological guidelines when investigating HRV in esports.
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Affiliation(s)
- Matthew R Welsh
- Institute of Applied Sciences, University of Chichester, Chichester, UK.
| | - Emma Mosley
- Department of Rehabilitation and Sport Sciences, Bournemouth University, Bournemouth, UK
| | - Sylvain Laborde
- Department of Performance Psychology, Institute of Psychology, German Sport University Cologne, Koln, Germany; UFR STAPS, Normandie Université Caen, Caen, France
| | - Melissa C Day
- Institute of Applied Sciences, University of Chichester, Chichester, UK
| | - Benjamin T Sharpe
- Institute of Psychology, Business, and Human Sciences, University of Chichester, Chichester, UK
| | | | - Phil D J Birch
- Institute of Applied Sciences, University of Chichester, Chichester, UK
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Mangat HS, Griffiths MD, Yu SM, Felvinczi K, Ngetich RK, Demetrovics Z, Czakó A. Understanding Esports-related Betting and Gambling: A Systematic Review of the Literature. J Gambl Stud 2023:10.1007/s10899-023-10256-5. [PMID: 37740076 DOI: 10.1007/s10899-023-10256-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 09/11/2023] [Indexed: 09/24/2023]
Abstract
Esports gambling has steadily grown in popularity alongside esports itself. While research has been increasing in the field of esports-related gambling, no study has yet reviewed the relevant literature on esports gambling. The present study aimed to comprehensively review all empirical research conducted in the wider field of esports gambling. A systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines was undertaken using PsycINFO, PubMed, Scopus, and Web of Science databases. Only empirical studies were included and were also assessed for potential biases using the ROBUST guidelines. A total of 30 studies from eight countries were included in the review. Esports gamblers were found more likely to be young males, likely to score high on problematic gambling scales, and likely to belong to households speaking a non-English language at home in English speaking countries. Esports gamblers are a unique type of gambling population, with rare characteristics and behaviors compared to other types of gamblers. Given the limited number of studies, there is a need for further research in this field to understand these populations, as well as the need for longitudinal research.
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Affiliation(s)
- Harshdeep S Mangat
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Europa Point Campus, Gibraltar, GX11 1AA, Gibraltar
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Shu M Yu
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Europa Point Campus, Gibraltar, GX11 1AA, Gibraltar
| | - Katalin Felvinczi
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Ronald K Ngetich
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Europa Point Campus, Gibraltar, GX11 1AA, Gibraltar
| | - Zsolt Demetrovics
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Europa Point Campus, Gibraltar, GX11 1AA, Gibraltar.
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
| | - Andrea Czakó
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Europa Point Campus, Gibraltar, GX11 1AA, Gibraltar
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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Ryu Y, Hwang H, Jeong J, Jang W, Lee G, Pyun H. Missed a live match? Determinants of League of Legends Champions Korea highlights viewership. Front Psychol 2023; 14:1213600. [PMID: 37680247 PMCID: PMC10481709 DOI: 10.3389/fpsyg.2023.1213600] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2023] [Accepted: 08/01/2023] [Indexed: 09/09/2023] Open
Abstract
This research aims to explore the determinants of the League of Legends Champions Korea (LCK) highlight views and comment counts. The data of 629 game highlight views and comment counts for seven tournaments were collected from YouTube. The highlight views and comment counts were regressed on a series of before-the-game factors (outcome uncertainty and game quality), after-the-game factors (sum and difference of kills, assists, multiple kills, and upset results), and match-related characteristics (game duration, evening game, and clip recentness). A multi-level least square dummy variable regression was conducted to test the model. Among the before-the-game factors, outcome uncertainty and game quality were significantly associated with highlight views and comment counts. This indicated that fans liked watching games with uncertain outcomes and those involving high-quality teams. Among the after-the-game factors, an upset result was a significant determinant of esports highlight views and comment counts. Thus, fans enjoy watching underdogs win. Finally, the sum of kills and assists only affected view counts, which indicated that fans prefer watching offensive games with more kills and a solo performance rather than teamwork.
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Affiliation(s)
- Yoonji Ryu
- College of Sport Science, Sungkyunkwan University, Suwon-si, Republic of Korea
| | - Hui Hwang
- College of Sport Science, Sungkyunkwan University, Suwon-si, Republic of Korea
| | - Jaehyun Jeong
- College of Sport Science, Sungkyunkwan University, Suwon-si, Republic of Korea
| | - Wonseok Jang
- College of Sport Science, Sungkyunkwan University, Suwon-si, Republic of Korea
| | - Gyemin Lee
- Department of Smart ICT Convergence Engineering, Seoul National University of Science and Technology, Seoul, Republic of Korea
| | - Hyunwoong Pyun
- College of Sport Science, Sungkyunkwan University, Suwon-si, Republic of Korea
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Moe MC, Özmert E, Baudouin C, Binadra A, Crafoord S, Jo Y, Kiratli H, Moore M, Pitsiladis YP, Rolle U, Tan B, Yanik Ö, Budgett R, Erdener U, Steffen K, Engbretsen L. International Olympic Committee (IOC) consensus paper on sports-related ophthalmology issues in elite sports. BMJ Open Sport Exerc Med 2023; 9:e001644. [PMID: 37485004 PMCID: PMC10357794 DOI: 10.1136/bmjsem-2023-001644] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/26/2023] [Indexed: 07/25/2023] Open
Abstract
Vision plays an important role in an athletes' success. In sports, nearly 80% of perceptual input is visual, and eye health and sports medicine are closely intertwined fields of utmost importance to athletes. The physical nature of sports activities renders individuals more prone to various eye injuries than the general population. Ocular trauma can lead to lifelong sequelae, and impaired vision requires careful follow-up and management. Apart from injuries, athletes may also experience vision problems that can hamper their performance, including blurred vision, double vision, and light sensitivity. The interdisciplinary nature of sports medicine necessitates collaboration between sports medicine professionals and ophthalmologists. Through such collaborations, athletes can receive appropriate eye care, education on proper eye protection and guidance on adopting good eye health practices. If any inconspicuous symptoms are not detected and treated promptly, athletes may acquire systemic injuries because of defective vision, preventing them from achieving high level athletic performance in competitions. The protection of the elite athlete is the responsibility of all of us in sports medicine. To advance a more unified, evidence-informed approach to ophthalmic health assessment and management in athletes and as relevant for sports medicine physicians, the International Olympic Committee Consensus Group aims for a critical evaluation of the current state of the science and practice of ophthalmologic issues and illness in high-level sports, and present recommendations for a unified approach to this important issue.
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Affiliation(s)
- Morten Carstens Moe
- Department of Ophthalmology, Oslo University Hospital Ullevaal, Oslo, Norway
| | - Emin Özmert
- Ophthalmology, Ankara University Faculty of Medicine, Ankara, Türkiye
- Department of Ophthalmology, Vehbi Koç Eye Hospital, Ankara, Türkiye
| | - Christophe Baudouin
- Department of Ophthalmology, Quinze-Vingts National Ophthalmology Hospital & Vision Institute, Paris, France
| | - Abhinav Binadra
- Medical & Scientific, International Olympic Committee, Lausanne, Switzerland
| | - Sven Crafoord
- Faculty of Medicine and Health, Department of Ophthalmology, Örebro University Hospital, Orebro, Sweden
| | - Young Jo
- Department of Ophthalmology, Chungnam National University Hospital, Daejeon, South Korea
| | - Hayyam Kiratli
- Department of Ophthalmology, Hacettepe University School of Medicine, Ankara, Türkiye
| | - Melita Moore
- Physical Medicine and Rehabilitation, University of California Davis Medical Center, Sacramento, California, USA
| | - Yannis P Pitsiladis
- School of Sport and Health Sciences, University of Brighton, Eastbourne, UK
- International Federation of Sports Medicine (FIMS), Lausanne, Switzerland
| | - Udo Rolle
- Department of Paediatric Surgery and Paediatric Urology, University Hospital Frankfurt, Goethe University Frankfurt, Frankfurt/M, Germany
| | - Ben Tan
- SingHealth Duke-NUS Sport & Exercise Medicine Centre, Singapore
| | - Özge Yanik
- Ophthalmology, Ankara University Faculty of Medicine, Ankara, Türkiye
- Department of Ophthalmology, Vehbi Koç Eye Hospital, Ankara, Türkiye
| | - Richard Budgett
- Medical & Scientific, International Olympic Committee, Lausanne, Switzerland
| | - Ugur Erdener
- Medical & Scientific, International Olympic Committee, Lausanne, Switzerland
- Department of Ophthalmology, Hacettepe University School of Medicine, Ankara, Türkiye
- World Archery, Lausanne, Switzerland
| | - Kathrin Steffen
- Oslo Sports Trauma Center, Institute of Sports Medicine, Norwegian School of Sport Sciences, Oslo, Norway
| | - Lars Engbretsen
- Medical & Scientific, International Olympic Committee, Lausanne, Switzerland
- Oslo Sports Trauma Center, Institute of Sports Medicine, Norwegian School of Sport Sciences, Oslo, Norway
- Division of Orthopaedic Surgery, University of Oslo Faculty of Medicine, Oslo, Norway
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7
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Kordyaka B, Laato S, Weber S, Niehaves B. What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games. Front Psychol 2023; 14:1193172. [PMID: 37397342 PMCID: PMC10313333 DOI: 10.3389/fpsyg.2023.1193172] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/24/2023] [Accepted: 05/03/2023] [Indexed: 07/04/2023] Open
Abstract
Introduction Toxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. Prior research on addressing toxicity has focused primarily on the perpetrators and how to mitigate their negative behavior and the consequences. The aim of this study was to approach toxicity from the perspective of the victims instead, and consequently, to investigate the factors that contribute to the experience of victimhood in multiplayer online battle arena games. Methods A global sample of League of Legends and Defense of the Ancients 2 players (n=313) was collected to test hypotheses based on three theoretical approaches drawn from previous work, namely, the online disinhibition effect, social cognitive theory and theory of planned behavior. Participants were asked to complete a survey that included variables related to the three theoretical approaches. Results The results of the study indicated that self-efficacy, and benign and toxic disinhibition, were the most relevant antecedents for the experience of being a victim of toxicity. Accordingly, the findings thus suggest that players with low self-efficacy and high online disinhibition may be more likely to experience victimhood in multiplayer online battle arena games. In general, insights based on our study demonstrate that individual characteristics partially explain why some players are more susceptible to toxic behavior than others. Discussion The study's results have practical implications for game developers and policymakers, particularly in the areas of community management and player education. For example, game developers may consider incorporating self-efficacy training and disinhibition reduction programs into their games. Overall, this study contributes to the growing body of literature on toxicity in online gaming communities and invites further research into toxicity from the perspective of the victims.
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Affiliation(s)
- Bastian Kordyaka
- Working Group Digital Public, Faculty 3 - Mathematics and Computer Science, University of Bremen, Bremen, Germany
| | - Samuli Laato
- Gamification Group, Tampere University, Tampere, Finland
| | - Sebastian Weber
- Working Group Digital Public, Faculty 3 - Mathematics and Computer Science, University of Bremen, Bremen, Germany
| | - Bjoern Niehaves
- Working Group Digital Public, Faculty 3 - Mathematics and Computer Science, University of Bremen, Bremen, Germany
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8
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Physical and psychological factors related to PLAYER'S health and performance in esports: A scoping review. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107698] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/10/2023]
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Giakoni-Ramírez F, Godoy-Cumillaf A, Espoz-Lazo S, Duclos-Bastias D, Del Val Martín P. Physical Activity in Immersive Virtual Reality: A Scoping Review. Healthcare (Basel) 2023; 11:healthcare11111553. [PMID: 37297694 DOI: 10.3390/healthcare11111553] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2023] [Revised: 05/11/2023] [Accepted: 05/22/2023] [Indexed: 06/12/2023] Open
Abstract
Physical activity has benefits for health, but many adolescents are inactive. However, video games such as Immersive Virtual Reality (IVR) have grown in popularity as a leisure activity among young people, allowing them to manipulate objects in virtual environments increasing the practice of physical activity. The evidence indicates that the interest in physical activity through IVR is greater than in traditional methods, and different experiences have been reported. However, few studies indicate the sample evaluated, the effects found, or the IVR instruments used. Due to this, is the aim of this study is to identify the publications referring to IVR and physical activity, characterize them, and present the obtained main findings. For this, the guidelines described in the PRISMA-ScR for scoping reviews were applied. After the use of the inclusion and exclusion criteria, eight articles were included. Results show evidence regarding physiological outcomes, perceptual variables, interest and enjoyment, and psychological effects regarding physical activity through IVR. Additionally, the use of different devices and their prescriptions are explored. It is concluded that there is interest from the scientific community for the practice of physical activity through IVR, as well as for its application for the maintenance of active habits. This is important as it positions IVR as a method that can be a more experiential and effective way to develop and maintain a healthy lifestyle.
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Affiliation(s)
- Frano Giakoni-Ramírez
- Faculty of Education and Social Sciences, Universidad Andres Bello, Las Condes, Santiago 7550000, Chile
| | - Andrés Godoy-Cumillaf
- Grupo de Investigación en Educación Física, Salud y Calidad de Vida, Facultad de Educación, Universidad Autónoma de Chile, Temuco 4780000, Chile
| | - Sebastián Espoz-Lazo
- Facultad de Ciencias Para el Cuidado de la Salud, Universidad San Sebastián, Sede Los Leones 5090660, Chile
| | - Daniel Duclos-Bastias
- Escuela de Educación Física, Pontificia Universidad Católica de Valparaíso, Valparaíso 2374631, Chile
- IGOID Research Group, Physical Activity and Sport Science Department, University of Castilla-La Mancha, 45071 Toledo, Spain
| | - Pablo Del Val Martín
- Faculty of Education and Social Sciences, Universidad Andres Bello, Las Condes, Santiago 7550000, Chile
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Richard J, Ivoska W, Derevensky JL. Understanding adolescent esports bettors: Are they a homogeneous group? Addict Behav 2023; 140:107598. [PMID: 36623473 DOI: 10.1016/j.addbeh.2022.107598] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/27/2022] [Revised: 11/29/2022] [Accepted: 12/03/2022] [Indexed: 12/25/2022]
Abstract
With the rapid rise of competitive video gaming (esports), increased attention has been placed on understanding the profiles of youth who wager on esports. With adolescents being at increased risk of gambling problems and endorsing high rates of past year engagement in video games, there is a need for research investigating psychological and social correlates of adolescent esports bettors and to identify whether youth who engage in esports betting are a homogenous group. Survey responses were collected from 5,997 high-school students (48.4 % male, Mage = 14.7 years [SD = 1.6], age range 12-17) from Wood County, Ohio, United States. A latent class analysis was conducted to identify subgroups of esports bettors based on self-reported measures of gambling frequency, risk for problem gambling, gaming frequency, disordered gaming, preference for virtual life and risky loot box use. Results indicated that 5.5 % of the sample reported esports betting over the past year. Four classes of esports bettors were identified which were indicative of a group of low-risk esports bettors, a group of esports bettors at risk of gaming problems, a group of esports bettors at risk of gambling problems, and a group of esports bettors at high risk of both gambling and gaming problems. Although no significant differences based on sex and age were noted between the classes, differences were noted in experienced childhood adversity, mental health symptoms and problem behavior severity. Results are discussed in line with previous findings relevant to adolescent and adult esports betting.
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Affiliation(s)
- Jeremie Richard
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, Canada
| | - William Ivoska
- Wood County Educational Service Center, Wood County, OH, United States
| | - Jeffrey L Derevensky
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, Canada.
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11
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The eSports Medicine: Pre-Participation Screening and Injuries Management-An Update. Sports (Basel) 2023; 11:sports11020034. [PMID: 36828319 PMCID: PMC9966106 DOI: 10.3390/sports11020034] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2022] [Revised: 01/30/2023] [Accepted: 01/30/2023] [Indexed: 02/04/2023] Open
Abstract
Recently, electronic sports (eSports) became one of the growing forms of new media due to the wide diffusion of games and online technologies. Even if there is still a debate about the definition and characterization of eSports, eAthletes train heavily, compete in tournaments, must abide by competition, association, and governing body rules, just like all other athletes. Furthermore, as in any other competitive discipline, there can be injuries. Aberrant sitting posture, repetitive movements, screen vision, prolonged playing hours, and a sedentary lifestyle can lead to several medical hazards in musculoskeletal, ophthalmology, neurological, and metabolic systems. Moreover, several cardiovascular changes occur in eAthletes. This paper aims to explore the different injuries that can occur in a professional eAthlete, suggesting how every high-level gamer could benefit from a pre-participation evaluation and a correct injury prevention strategy.
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12
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Cheng M, Chen L, Pan Q, Gao Y, Li J. E-sports playing and its relation to lifestyle behaviors and psychological well-being: A large-scale study of collegiate e-sports players in China. Complement Ther Clin Pract 2023; 51:101731. [PMID: 36716672 DOI: 10.1016/j.ctcp.2023.101731] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/24/2022] [Revised: 01/15/2023] [Accepted: 01/24/2023] [Indexed: 01/26/2023]
Abstract
BACKGROUND The research on e-sports mainly concerns the relationship between game playing behavior and Internet addiction, especially among college students. It remained a question of how college students' e-sports playing was associated with their lifestyle behaviors and psychological well-being in China. OBJECTIVES Our study aimed to explore whether collegiate e-sports players' e-sports participation behaviors differ across demographic backgrounds and how their e-sports playing relates to their lifestyle behaviors and psychological well-being. METHODS A cross-sectional survey was conducted on 1441 collegiate e-sports players in China. The demographic characteristics of collegiate e-sports players were explored. The Bivariate Person correlation, linear and Tobit regression analyses were used to examine how students' e-sports playing was related to their lifestyle behaviors (i.e., sleep quality and physical activity) and psychological well-being (mobile phone addiction, online game addiction, satisfaction with life, and perceived stress). RESULTS The results of independent t-test and ANOVA analyses revealed that students from different grades, majors, family residences, and family structures differed in their e-sports participation behaviors. The results of linear regression and Tobit regression analyses also revealed that students' e-sports participation behaviors were related to their lifestyle behaviors and psychological well-being, except for sleep quality and mobile phone addiction. It is noteworthy that the length of time in playing e-sports and e-sports consumption was related to different lifestyle behaviors and psychological well-being. CONCLUSION The findings demonstrated that e-sports playing had penetrated college students' daily life. Appropriate time arrangement and rational e-sports consumption are crucial in promoting a healthy lifestyle and psychological well-being among college students.
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Affiliation(s)
- Miaoting Cheng
- Department of Educational Technology, Faculty of Education, Shenzhen University, 3688 Nanhai Avenue, Shenzhen, China.
| | - Lu Chen
- School of Journalism and Communication, Guangzhou University, Guangzhou, China.
| | - Qianqian Pan
- Centre for Research in Pedagogy and Practice, Office of Education Research, National Institute of Education, Nanyang Technological University, NIE5-B3-57, 1 Nanyang Walk, 639798, Singapore.
| | - Yaying Gao
- Department of Educational Technology, Faculty of Education, Shenzhen University, 3688 Nanhai Avenue, Shenzhen, China.
| | - Jinming Li
- Department of Educational Technology, Faculty of Education & Body-Brain-Mind Laboratory, Shenzhen University, No. 3688 Nanhai Avenue, Shenzhen, China.
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Abbasi AZ, Khan MK, Naeem F, Albashrawi M, Ting DH, Kumar S. Gamers’ subjective Well-Being: the role of Peripheral and Core elements of eSporst Videogame Addiction. CURRENT PSYCHOLOGY 2023. [DOI: 10.1007/s12144-022-04222-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/11/2023]
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Hong HJ, Wilkinson G, Rocha CM. The Relationship Between Basic Needs Satisfaction, Self-determined Motivation, and Burnout in Korean Esports Players. J Gambl Stud 2023; 39:323-338. [PMID: 35639273 PMCID: PMC9981496 DOI: 10.1007/s10899-022-10132-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/01/2022] [Indexed: 10/18/2022]
Abstract
This article aims to understand the relationship between basic needs satisfaction, self-determined motivation, and burnout in esports players. To achieve this, we investigate three research hypotheses: (1) The three dimensions of basic needs satisfaction have a positive effect on the self-determined motivation of esports players, (2) The self-determined motivation of esports players has a negative effect on their burnout, and (3) All three dimensions of basic needs satisfaction affect esports player's burnout, indirectly via self-determined motivation. Data were collected through an online questionnaire (n = 608) administered to Korean esports players who play online games as a leisure activity. Results indicate that player competence has a negative relationship with self-determined motivation, suggesting that Korean players do not associate increased levels of competence with their intrinsic motivation. The results show that intrinsic motivation is negatively associated with burnout, particularly exhaustion and reduced sense of accomplishment. It should be noted that Korean players' high level of competence can result in reduced levels of self-determined motivation, which can lead them to burnout. This should be addressed by the industry, practitioners, and researchers considering the cultural context and the relationship between the factors, which will contribute to the sustainable growth and prosperity of the esports.
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Affiliation(s)
- Hee Jung Hong
- Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA, Scotland, UK.
| | - Guy Wilkinson
- grid.11918.300000 0001 2248 4331Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA Scotland, UK
| | - Claudio M. Rocha
- grid.11918.300000 0001 2248 4331Faculty of Health Sciences and Sport, University of Stirling, Stirling, FK9 4LA Scotland, UK
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15
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Behnke M, Stefanczyk MM, Żurek G, Sorokowski P. Esports Players Are Less Extroverted and Conscientious than Athletes. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2023; 26:50-56. [PMID: 36449374 PMCID: PMC9885544 DOI: 10.1089/cyber.2022.0067] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/02/2022]
Abstract
The worldwide status of esports as a sporting phenomenon has been developed in the past decade. However, as the esports industry has grown, it has remained an understudied scientific field. Esports is often contrasted with traditional sports regarding various aspects, including lack of physical activity and the online nature of social interactions. However, little is known whether individuals competing in esports-esports players-differ from individuals competing in traditional sports-athletes. To address this question, we examined the personality characteristics of both types of performers. We collected cross-sectional data on esports players' (n = 416) and athletes' (n = 452) personalities and performance characteristics. We found that esports players were less extroverted and conscientious than athletes. Furthermore, greater sports and esports experience was positively related to being more extroverted. Our findings contribute to the literature by documenting the preferences for competitive activities based on individuals' personality characteristics. We suggest that esports (rather than sports) might be a more suitable form of competition for less extroverted and conscientious individuals.
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Affiliation(s)
- Maciej Behnke
- Department of Psychology and Cognitive Science, Adam Mickiewicz University, Poznań, Poland
| | - Michal M Stefanczyk
- Institute of Psychology, Faculty of Historical and Pedagogical Sciences, University of Wrocław, Wrocław, Poland
| | - Grzegorz Żurek
- Faculty of Physical Education, Wroclaw University of Health and Sport Sciences, Wroclaw, Poland
| | - Piotr Sorokowski
- Institute of Psychology, Faculty of Historical and Pedagogical Sciences, University of Wrocław, Wrocław, Poland
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16
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Singh P, Singh R, Sharma MK, Arya S. E-sports: What mental health professionals from low & middle-income countries must know. Trop Doct 2023; 53:9-12. [PMID: 36168287 DOI: 10.1177/00494755221122493] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
'E-sports' refers to organized videogames. As the number of online gamers and interest in esports continue to rise in low and middle-income countries, mental health professionals need to be aware of their possible psychological and clinical implications. Only a small fraction of esports players present with gaming addiction, but a relatively larger proportion with subtle impairment impacting domains such as self-esteem, performance-related issues, family conflict, sleep-related issues or physical health. An adequate knowledge of esports, its concept, origins, genre and current status should equip mental health professionals in developing a good rapport with these young clients and correctly evaluate them. This review provides an overview of esports and how it pertains to mental health professionals.
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Affiliation(s)
- Priya Singh
- Assistant Professor, Faculty of Behavioral Sciences, 389839Shree Guru Gobind Singh Tricentenary University, Budhera, Gurugram, India
| | - Rajbir Singh
- Professor and Dean, Faculty of Behavioral Sciences, 389839Shree Guru Gobind Singh Tricentenary University, Budhera, Gurugram, India
| | - Manoj Kumar Sharma
- Professor, Department of Clinical Psychology, 29148National Institute of Mental Health and Neuroscience, Bangalore, India
| | - Sidharth Arya
- Assistant Professor, State Drug Dependence Treatment Centre, Institute of Mental Health, Pt BDS University of Health Sciences, Rohtak, India
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17
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Zaib Abbasi A, Alqahtani N, Tsiotsou RH, Rehman U, Hooi Ting D. ESports as Playful Consumption Experiences: Examining the Antecedents and Consequences of Game Engagement. TELEMATICS AND INFORMATICS 2023. [DOI: 10.1016/j.tele.2023.101937] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/07/2023]
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18
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Petrovska TV, Hanaha OY, Palamar SP, Fedorchuk SV. CHARACTERISTICS OF MOTORIC ACTIVITY AND FOCUS OF ATTENTION OF STUDENT ATHLETES WITH DIFFERENT INVOLVEMENT IN COMPUTER GAMES. WIADOMOSCI LEKARSKIE (WARSAW, POLAND : 1960) 2023; 76:2245-2251. [PMID: 37948721 DOI: 10.36740/wlek202310117] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2023]
Abstract
OBJECTIVE The aim: To investigate the prevalence of computer games among student athletes and the impact of computer game addiction on their lifestyle and cognitive functions. PATIENTS AND METHODS Materials and methods: 125 students (age 17 to 26) took part in the study. Students were divided into groups: e-sportsmen (12 people), who have played for an average of 4,592 hours; athletes of various sports (31 people), who are fond of computer games; athletes (82 people), who do not play computer games. A lifestyle questionnaire and attention research methods based on Landolt rings (E. Landolt) were used. RESULTS Results: We did not set the task of finding reliable differences between groups, but to find out general tendencies. Athletes, who indicated, that they are fond of computer games, show a lower level of weekly motoric activity compared to athletes, who are not fond of computer games. Cyber-sportsmen demonstrated insufficient physical activity in order to maintain physical fitness and a healthy lifestyle, 17% of cyber-sportsmen did not have any physical activity, that lasted for half an hour or more at any time of the week. Cyber-athletes showed a general tendency towards worsening of indicators of quality of life (sleep duration, insomnia, headaches), deterioration of attention, if compared to the athletes of other sports. CONCLUSION Conclusions: Studies have shown that students, who combine computer games with a sufficient amount of motoric activity, have a tendency to better con-centration of attention. Studies of the necessary parameters of motoric activity and the alternation of mental, physical activity and rest for e-athletes should be prospective.
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Affiliation(s)
- Tetiana V Petrovska
- NATIONAL UNIVERSITY OF UKRAINE ON PHYSICAL EDUCATION AND SPORT, KYIV, UKRAINE
| | - Olha Yr Hanaha
- NATIONAL UNIVERSITY OF UKRAINE ON PHYSICAL EDUCATION AND SPORT, KYIV, UKRAINE
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19
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Yim B, Lepp A, Dowdell B, Barkley JE. The gamer identity scale: A measure of self concept as a video gamer. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2022.107476] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/14/2022]
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20
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Montag C, Schivinski B, Kannen C, Pontes HM. Investigating gaming disorder and individual differences in gaming motives among professional and non-professional gamers: An empirical study. Addict Behav 2022; 134:107416. [PMID: 35901542 DOI: 10.1016/j.addbeh.2022.107416] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2022] [Revised: 05/24/2022] [Accepted: 06/23/2022] [Indexed: 01/31/2023]
Abstract
The present study investigates the relationship between Gaming Disorder (GD) and individual differences in gaming motives and how they might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group included the remaining non-professional gamers (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD was assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become professional were very similar regarding their gaming motive expressions. In contrast, non-professional gamers without esports ambitions scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared across the three gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand competitive gaming in the context of esports.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute for Psychology and Education, Ulm University, Ulm, Germany.
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, Melbourne, Australia
| | - Christopher Kannen
- Department of Molecular Psychology, Institute for Psychology and Education, Ulm University, Ulm, Germany
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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21
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Slack JD, Delfabbro P, King DL. Toward a delineation of the differences between high engagement and problem gaming. Addict Behav Rep 2022; 16:100462. [PMID: 36247099 PMCID: PMC9554823 DOI: 10.1016/j.abrep.2022.100462] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2022] [Revised: 08/12/2022] [Accepted: 10/04/2022] [Indexed: 11/07/2022] Open
Abstract
The boundary between highly engaged and problematic video gaming is often debated in the behavioral addictions field. The present study assessed whether quality of life, motivational and protective factors may differentiate high-frequency gamers (i.e., those who play 30 + hours per week) who did, and did not, meet the DSM-5 criteria for gaming disorder (GD). A total of 403 respondents completed an online survey including standard measures of GD, gaming motivation, quality of life (QOL), and protective factors for behavioral addiction (e.g., adequate sleep and healthy diet). Respondents with GD scored lower on all QOL measures and were more strongly motivated to use gaming to escape problems. Fewer protective factors were identified in GD cases, with an inability to balance gaming with sleep being the largest significant difference between the two groups. High-frequency gaming appears most likely to be problematic if it is used to escape real-world problems or prioritized over important everyday activities.
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Affiliation(s)
- Jake D. Slack
- School of Psychology, University of Adelaide, Australia
| | - Paul Delfabbro
- School of Psychology, University of Adelaide, Australia,Corresponding author at: School of Psychology, Level 5, Hughes Building, The University of Adelaide, Adelaide, SA 5005, Australia.
| | - Daniel L. King
- College of Education, Psychology and Social Work, Flinders University, Australia
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22
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Chen Z, Bu X. A Grounded Theory Construction of the eSports Endogenous Drive Model. JOURNAL OF ENVIRONMENTAL AND PUBLIC HEALTH 2022; 2022:7731127. [PMID: 36213045 PMCID: PMC9546701 DOI: 10.1155/2022/7731127] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 08/19/2022] [Revised: 09/04/2022] [Accepted: 09/15/2022] [Indexed: 11/18/2022]
Abstract
E-sports attracts a lot of time and energy from adolescents, making them happy to actively participate and even become addicted to the Internet. In order to reveal the mechanism of e-sports addiction and the mechanism of action, a model of e-sports internal drive was constructed by rooting qualitative analysis of interview data from 30 e-sports players, and the results of the study showed that the e-sports internal drive model consists of incentive setting (continuous incentive, variety of incentives, incentive can be redeemed, and incentive odds), task setting (can start over, flexible and free, can be completed, and specific goals), program setting (forming a team, simple interpersonal relationship, specific rules, timely feedback, fairness, simple operation, goal focus, quantified indicators, challenge difficulty, and training guidance), 3 dimensions, and 18 categories. The three dimensions are interrelated and synergistic eSports influencing factors. The establishment of this model enriches the relevant theories on the study of eSports endogamy and provides a reference basis for revealing the current social phenomenon of eSports game addiction among eSports players.
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Affiliation(s)
- Zhao Chen
- College of Physical Education, Zhengzhou University of Light Industry, Zhengzhou 450001, China
| | - Xiangui Bu
- School of Competitive Sports, Shandong Sport University, Rizhao 276800, China
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23
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Maldonado-Murciano L, Guilera G, Montag C, Pontes HM. Disordered gaming in esports: Comparing professional and non-professional gamers. Addict Behav 2022; 132:107342. [PMID: 35584554 DOI: 10.1016/j.addbeh.2022.107342] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2021] [Revised: 04/11/2022] [Accepted: 04/24/2022] [Indexed: 12/18/2022]
Abstract
INTRODUCTION The American Psychiatric Association (APA) proposed 'Internet Gaming Disorder' (IGD) as a tentative disorder (APA framework) in 2013 and in 2019 the World Health Organization (WHO) has fully recognized 'Gaming Disorder' (GD) as a mental health disorder (WHO framework). These two frameworks have not yet been jointly investigated in the context of esports. The present study aims to investigate the feasibility of the APA and WHO frameworks for disordered gaming among professional and non-professional gamers and to ascertain the suitability of existing psychometric tools for use in esports. METHODS A sample of 5,734 gamers (Mage = 21.47 years, SD = 6.69 years; 6.94% female) recruited through an online survey prior to the COVID-19 pandemic that included an age and gender matched group of professional (n = 2,867) and non-professional gamers (n = 2,867) was investigated. Pairwise comparisons, measurement invariance (MI), and latent mean difference tests were conducted to distinguish the two groups of gamers. RESULTS Overall, professional gamers showed greater time spent gaming and prevalence of disordered gaming than non-professional gamers. Additionally, MI was supported and both disordered gaming levels and latent means were significantly higher among professional gamers when compared to non-professional gamers across both APA and WHO frameworks. CONCLUSIONS Esports is cross-sectionally associated with greater disordered gaming vulnerability through increased time spent gaming and disordered gaming prevalence rates. Furthermore, the APA and WHO frameworks are viable in the context of esports gaming with existing assessment tools being effective in the assessment of disordered gaming in esports. The results and implications are further discussed in light of the extant literature.
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Affiliation(s)
- Laura Maldonado-Murciano
- Faculty of Psychology, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain; Institute of Neurosciences, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain
| | - Georgina Guilera
- Faculty of Psychology, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain; Institute of Neurosciences, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstraße 8/1, 89081 Ulm, Germany
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, Malet Street, Bloomsbury, WC1E 7HX London, United Kingdom.
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24
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Paschke K, Austermann MI, Thomasius R. International Classification of Diseases-11-Based External Assessment of Social Media Use Disorder in Adolescents: Development and Validation of the Social Media Use Disorder Scale for Parents. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:518-526. [PMID: 35796709 DOI: 10.1089/cyber.2022.0020] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Social media use disorder (SMUD) is associated with substantial impairments in daily functioning, and adolescents are particularly at risk. The 11th revision of the International Classification of Diseases (ICD-11) criteria of gaming disorder (GD) could be shown to be suitable to describe SMUD in adolescents. Since adolescents' insight might be limited due to young age or symptom denial, it is essential to include their parents in the diagnostic process. The development and validation of a parental scale are, therefore, of great interest to clinicians and scientists. The Social Media Use Disorder Scale for Parents (SOMEDIS-P) was developed by clinical experts and validated in 944 parent-child dyads. Adolescents were 10-17 years old and frequently used social media (SM). Besides SM use times, standardized questionnaires were applied to assess SM use patterns according to ICD-11 and Diagnostic and Statistical Manual of Mental Disorders-5 criteria of (Internet) GD, psychological stress, and depressive symptoms in an online survey. Item structure was investigated by confirmatory factorial analysis. Receiver operating characteristic curve analyses to determine cutoff values and accordance with adolescent self-ratings were computed. A presumed two-factorial structure of SOMEDIS-P could be confirmed describing cognitive-behavioral symptoms and negative consequences. The instrument showed good to excellent internal consistency and criterion validity with moderate to strong correlations, excellent discriminatory characteristics, and moderate accordance with the adolescents' self-ratings. As the first successfully validated tool for the assessment of ICD-11-based SMUD in adolescents by parental judgment, SOMEDIS-P can make an important contribution to reliable SMUD screening in clinical practice and research.
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Affiliation(s)
- Kerstin Paschke
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Maria Isabella Austermann
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Rainer Thomasius
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
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25
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Mitina OV, Isakova RV. Features of Students’ Experiences in Gaming Activity (Based on Group Board Games). RUDN JOURNAL OF PSYCHOLOGY AND PEDAGOGICS 2022. [DOI: 10.22363/2313-1683-2022-19-2-282-303] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/01/2022] Open
Abstract
The problems of the game have long been relevant for many researchers and are considered from the perspective of various disciplines. In the modern era of digitalization, computer games have become widespread; they attract the attention and interest of both users and researchers. At the same time, “ordinary” board games in modern psychology are studied much less frequently and, mainly, on the example of chess. The purpose of this study is to identify changes in emotional states during and as a result of two board games that involve cooperative and competitive actions ( Imaginarium and Monopoly respectively) as well as to describe the nature of experiences of students in gaming activities, in particular, taking into account their personal characteristics. The study involved 62 students of higher educational institutions in Tashkent (Uzbekistan). To diagnose the emotional state of the respondents, we used the Method for Measuring Emotional Experience in Activity by D.A. Leontiev, and the Russian-language version of the Implicit Positive and Negative Affect Test (IPANAT) by O.V. Mitina et al. To measure personality traits, we used the Russian versions of the six-factor HEXACO-PI-R personality questionnaire by M.S. Egorova et al. and of the Dark Triad personality trait diagnostic technique by T.V. Kornilova et al. The results of the study, in general, demonstrate positive changes in the emotional state after gaming, regardless of the result and process. Both board games, in spite of their specificity, well increased the positive emotional background of the respondents. At the same time, it was found that the nature of the experience is related to the content of the gaming activity: the respondents more often experienced meaningfulness in the cooperative game Imaginarium and emptiness in the competitive game Monopoly .
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26
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Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach. Sci Rep 2022; 12:7904. [PMID: 35551493 PMCID: PMC9098150 DOI: 10.1038/s41598-022-11985-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2022] [Accepted: 05/03/2022] [Indexed: 11/24/2022] Open
Abstract
The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. Furthermore, the individual effects of each of the variables have been estimated. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects.
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27
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Sharma MK, Anand N, Amudhan S, Vashisht A. Online gaming and tilting: Psychosocial exploration for promotion of emotional regulation. Int J Soc Psychiatry 2022; 68:699-701. [PMID: 34187227 DOI: 10.1177/00207640211028602] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Affiliation(s)
- Manoj Kumar Sharma
- Department of Clinical Psychology, Service for Healthy Use of Technology Clinic, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India
| | - Nitin Anand
- Department of Clinical Psychology, Service for Healthy Use of Technology Clinic, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India
| | - Senthil Amudhan
- Department of Epidemiology, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India
| | - Aditya Vashisht
- SS Medical Institute and Research Centre, Davangere, Karnataka, India
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28
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Associations Between Esports Participation and Health: A Scoping Review. Sports Med 2022; 52:2039-2060. [PMID: 35486374 DOI: 10.1007/s40279-022-01684-1] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/30/2022] [Indexed: 12/15/2022]
Abstract
Esports are a contemporary phenomenon, with millions of people involved. Still, scientific literature on the topic is scarce. Anecdotal reports, mostly based on what is known from videogames practice, have associated esports with unhealthy lifestyles and health-related problems. The present scoping review aimed to provide an overview of findings from studies regarding the health and well-being in adult esports players, while identifying the most studied topics in the field and those still lacking scientific research.The search was conducted in MEDLINE, Scopus, Web of Science, B-on, and ESCBO databases. Studies regarding health consequences of esports practice conducted with adult esports players were included. No exclusion criteria concerning age, sex, esports modality, or esports level were applied, but articles related to other forms of video gaming or gambling were excluded. The search was limited to peer-reviewed articles. Opinion and review articles were excluded.There were 1416 articles retrieved from which 33 met the inclusion criteria. Lifestyle habits, sleep, exercise and physical health (including musculoskeletal health), physiological demands, and mental health were the main topics of investigation. Several gaps in the literature were identified, namely studies on cardiovascular, respiratory, or metabolic health, or consuming-related risks. Also, the lack of homogeneous methodologies and definitions used in esports-related studies was identified.Esports practice has been associated with different health-related symptoms, but more studies using more robust methodologies and appropriate research design are needed. Topics such as cardiovascular health or the use of performance-enhancing drugs are lacking.
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T’ng ST, Ho KH, Pau K. Need Frustration, Gaming Motives, and Internet Gaming Disorder in Mobile Multiplayer Online Battle Arena (MOBA) Games: Through the Lens of Self-Determination Theory. Int J Ment Health Addict 2022; 21:1-21. [PMID: 35497075 PMCID: PMC9037055 DOI: 10.1007/s11469-022-00825-x] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 04/07/2022] [Indexed: 12/28/2022] Open
Abstract
Playing mobile MOBA games has become a popular leisure activity among Malaysian youth. However, MOBA games are highly addictive and have negative impacts on adult development. Inadequate local studies investigated the risk factors of excessive MOBA gameplay. The present study examined the (1) predictive role of need frustration on Internet gaming disorder (IGD) and (2) mediating effect of gaming motives. A total of 398 mobile MOBA gamers aged 18 to 29 participated in this cross-sectional online survey study. The findings showed that need frustration positively predicted IGD. Social, escape, competition, coping, and skill motives were significant mediators for the association between need frustration and IGD. However, fantasy and recreation motives were not significant mediators. MOBA players who were frustrated while fulfilling their basic needs may succumb to uncontrollable gaming behavior. Therefore, future prevention and intervention programs should cultivate positive mental strength for youth while meeting their basic needs.
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Affiliation(s)
- Soo Ting T’ng
- Department of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar Barat, 31900 Kampar, Perak Malaysia
| | - Khee Hoong Ho
- Department of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar Barat, 31900 Kampar, Perak Malaysia
| | - Kee Pau
- Department of Psychology and Counselling, Faculty of Human Development, Universiti Pendidikan Sultan Idris, 35900 Tanjung Malim, Perak Malaysia
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Investigation of Hong Kong Students’ Esports Participation Intentions Using the Theory of Planned Behavior Approach: A Structural Equation Model. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2022. [DOI: 10.1155/2022/6405085] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
Abstract
Esports have grown to become a core part of popular culture in many countries, including Hong Kong. Albeit the low participation rates in Esports in Hong Kong, it was starting to gain traction, yet the local Esports advocates were experiencing challenges in promoting and popularizing the Esport. Hence, the current study was aimed to identify and reveal the determinants of participating in Esports, as well as strengthen the work on Esports behaviors using the theory of planned behavior (TPB), a reliable and valid prominent theory in predicting human behavior across a plethora of contexts, ranging from health-related behaviors to sport consumption behaviors. In the current study, the convenience sampling method was used to recruit over 2000 students (secondary school,
(
); university students,
(
). The students were invited to participate in the survey for collecting their perception on Esports participation using TPB-based questionnaire. Results were analyzed using theoretical analysis and structural equation modeling (SEM). The results show that both secondary school and university students have positive attitudes toward Esports. The outcomes indicated that participating in Esports develops social networks, and people with professional Esports’ skills capability and being fortitude tend to be models of Esports participation. However, inadequate resources are a significant barrier to participation in the Esports business. The SEM model verified that the variables of intention in Esports participation among the students in Hong Kong with an adequate goodness of fit index. As a whole, the current study has identified the factors and determinants of Esports’ intention and behavior among Hong Kong students, which were successfully displayed in terms of the theory of planned behavior. In addition, the findings are expected to provide the Hong Kong government with a documented framework to advocate Esports-related policies on a long-term basis.
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Klier K, Seiler K, Wagner M. Influence of esports on Sleep and Stress. ZEITSCHRIFT FUR SPORTPSYCHOLOGIE 2022. [DOI: 10.1026/1612-5010/a000368] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Abstract. Recreative sleep and a low stress level are important health- and performance-enhancing factors in daily life. The present investigation examines the influence of esports on sleep and stress. In a counterbalanced within-subjects design, 44 participants (37 males, 7 females, 25.2 ± 4.6 years old) completed both a gaming and a nongaming session on two consecutive evenings. We assessed individual sleep duration and individual stress parameters via a Garmin® smartwatch in addition to a short subjective scale. The results show that, in the gaming condition, total sleep time was significantly lower than in the nongaming condition ( p = .003). The participants’ stress level was significantly increased after gaming compared to nongaming ( p = .005). Future research should not only examine the long-term effects of esports on health longitudinally, but also establish suitable sleep interventions and stress coping strategies.
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Affiliation(s)
- Kristina Klier
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
| | - Kirstin Seiler
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
| | - Matthias Wagner
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
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Cabeza-Ramírez LJ, Sánchez-Cañizares SM, Fuentes-García FJ, Santos-Roldán LM. Exploring the connection between playing video games and watching video game streaming: Relationships with potential problematic uses. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107130] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
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Basic Psychological Need Satisfaction and Thwarting: A Study with Brazilian Professional Players of League of Legends. SUSTAINABILITY 2022. [DOI: 10.3390/su14031701] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
Recently, the skill to play games has led to the professionalization of the activity in the form of “eSports” (electronic sports). Despite the popularity of eSports, little is known about its professional players from a psychological perspective. Given the importance of the coach-created environment in the athletes’ motivational processes, this study aimed to investigate the key psychological dimensions of the coach-created climate in 75 Brazilian professional players of League of Legends (LoL) considering the Self-Determination Theory (SDT) and Achievement Goal Theory (AGT). Fourteen hypotheses were tested, of which seven were confirmed. The empowering climate was a predictor of basic psychological-needs satisfaction and indirectly influenced autonomous motivation. The need satisfaction had a significant impact on both autonomous motivation and on lack of motivation, which, in turn, explained 56% of the variance in well-being and the intention to keep playing eSports. The disempowering climate was a predictor of psychological-needs thwarting but had no significant impact on autonomous motivation or lack of motivation. The results obtained support SDT and AGT in the context of eSports and were similar to those conducted with athletes from traditional sports, indicating that the empowering-and-disempowering-coaching-climates conceptualization applies not only to traditional sports athletes but also to professional eSports players.
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AlMarzooqi MA, Alhaj OA, Alrasheed MM, Helmy M, Trabelsi K, Ebrahim A, Hattab S, Jahrami HA, Ben Saad H. Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi Arabia. Healthcare (Basel) 2022; 10:healthcare10020257. [PMID: 35206871 PMCID: PMC8872081 DOI: 10.3390/healthcare10020257] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2021] [Revised: 01/21/2022] [Accepted: 01/25/2022] [Indexed: 12/18/2022] Open
Abstract
(1) Background: ESports is a new trend of sports, which has gained considerable popularity worldwide. There is a scarcity of evidence that focuses on the lifestyle of ESports players (eSP) particularly on symptoms of nomophobia, level of anxiety, sleep quality, food consumption and physical activity. (2) Objective: to determine the prevalence and relationship between symptoms of nomophobia, psychological aspects, insomnia and physical activity of eSP in Saudi Arabia. (3) Methods: A cross-sectional study was conducted between March and April 2021 using a convenient self-selection adult sample. A total of 893 (216 eSP vs. 677 non-eSP (NeSP)) participants aged over 18 years were included. All participants answered a seven-part validated questionnaire that included: (i) sociodemographic questions; (ii) a symptoms of nomophobia questionnaire; (iii) general anxiety disorder questions, (iv) an insomnia severity index, (v) an Internet addiction scale, (vi) the Yale food addiction scale 2.0 short form and (vii) an international physical activity questionnaire. (4) Results: Among the entire population, the prevalence of moderate to severe nomophobia, anxiety, insomnia, Internet addiction and low physical activity were 29.8%, 13.9%, 63.3%, 27% and 2.8%, respectively. The eSP and NeSP differed significantly in nomophobia scale, anxiety and insomnia values. Compared to NeSP, eSP had a higher level of severe nomophobia p = 0.003, a severe level of anxiety p = 0.025 and symptoms of insomnia p = 0.018. Except for food addiction and physical activity, a positive correlation was identified between symptoms of nomophobia, anxiety and insomnia among eSP. (5) Conclusion: This study reported high prevalence of nomophobia, anxiety and insomnia among eSP compared to NeSP.
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Affiliation(s)
- Mezna A. AlMarzooqi
- Department of Community Health Sciences, College of Applied Medical Sciences, King Saud University, Riyadh 11451, Saudi Arabia
- Correspondence:
| | - Omar A. Alhaj
- Department of Nutrition, Faculty of Pharmacy and Medical Sciences, University of Petra, Amman 961343, Jordan;
| | - Maha M. Alrasheed
- Clinical Pharmacy Department, College of Pharmacy, King Saud University, Riyadh 11451, Saudi Arabia;
| | - Mai Helmy
- Psychology Department, College of Education, Sultan Qaboos University, Muscat 123, Oman;
- Psychology Department, Faculty of Arts, Menoufia University, Shebin El-Kom 32511, Egypt
| | - Khaled Trabelsi
- High Institute of Sport and Physical Education of Sfax, University of Sfax, Sfax 3000, Tunisia;
- Research Laboratory: Education, Motricity, Sport and Health, EM2S, LR19JS01, University of Sfax, Sfax 3000, Tunisia
| | - Ahmed Ebrahim
- Ministry of Health, Manama 410, Bahrain; (A.E.); (H.A.J.)
| | - Suhaib Hattab
- Division of Physiology, Pharmacology & Toxicology, Department of Biomedical Sciences, Faculty of Medicine and Health Sciences, AnNajah National University, Nablus 4000, Palestine;
| | - Haitham A. Jahrami
- Ministry of Health, Manama 410, Bahrain; (A.E.); (H.A.J.)
- College of Medicine and Medical Sciences, Arabian Gulf University, Manama 329, Bahrain
| | - Helmi Ben Saad
- Heart Failure (LR12SP09) Research Laboratory, Farhat HACHED Hospital, Sousse 4000, Tunisia;
- Laboratory of Physiology, Faculty of Medicine of Sousse, University of Sousse, Sousse 4000, Tunisia
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Bonny JW. Using Collective Metrics to Assess Team Dynamics and Performance in eSports. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2022. [DOI: 10.4018/ijgcms.315604] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/23/2022]
Abstract
A challenge posed by virtual teams is monitoring team interactions remotely. Research with field-based soccer teams provides evidence that measures of collective behavior can be used to assess the dynamics of sports teams. Collective behaviors calculated using the spatial characteristics of teammates as they moved across the field have been found to vary by the state of the soccer match, including ball possession and proximity to a goal. The present study examined whether similar effects were observed with collective metrics calculated from players of a car-soccer eSport video game. A set of matches were retrieved and used to calculate collective behavior metrics based on the placement of teammates within a virtual arena. A subset of metrics varied by team location and ball possession, aligning with and extending previous field-based soccer research, and correlated with team performance. This suggests that collective behaviors can be used to assess aspects of team dynamics within virtual environments.
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Lelonek-Kuleta B, Bartczuk RP. Online Gambling Activity, Pay-to-Win Payments, Motivation to Gamble and Coping Strategies as Predictors of Gambling Disorder Among e-sports Bettors. J Gambl Stud 2021; 37:1079-1098. [PMID: 33689100 PMCID: PMC8572820 DOI: 10.1007/s10899-021-10015-4] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/15/2021] [Indexed: 11/26/2022]
Abstract
Research on esports activity usually captures it from the perspective of involvement in gaming. This study presents the results of the first research in Poland (N = 438) on esports betting (ESB). ESB is compared to other forms of e-gambling and involvement in pay-to-win games. The aim was to build a predictive model of gambling disorder among people betting on esports. A predictive model of gambling disorder based on ordinal regression was built, including sociodemographic variables, involvement in esports betting, involvement in other Internet activities connected to ESB, as well as psychological variables-motivation to gamble and coping strategies. The results showed that gambling disorder among esports bettors is associated with time spent on one game session, placing other forms of online gambling bets once a week or more often, and paying in pay-to-win games. Gambling disorder was also predicted by escape coping strategies and lower engaged strategies as well as financial and coping motivation to bet on esports results. The results show the crucial role of psychological factors (motivation, coping) in the development of esports betting addiction. Esports betting is an activity associated with both gambling and gaming-involvement in both activities explains the development of ESB addiction. There is a need for further research focused on the specificity of esports betting behavior to discover the direction of links among gaming, gambling, and esports gambling.
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Affiliation(s)
- Bernadeta Lelonek-Kuleta
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
| | - Rafał Piotr Bartczuk
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
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Pereira AM, Teques P, Verhagen E, Gouttebarge V, Figueiredo P, Brito J. Mental health symptoms in electronic football players. BMJ Open Sport Exerc Med 2021; 7:e001149. [PMID: 34691761 PMCID: PMC8506853 DOI: 10.1136/bmjsem-2021-001149] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 09/27/2021] [Indexed: 11/29/2022] Open
Abstract
Background The escalated competitive pressure and professionalisation of esports players could predispose them to mental health symptoms. We aimed to develop a model to explore the association between distress and anxiety/depression symptoms and potential associations between adaptive or maladaptive coping strategies, sleeping disturbance, alcohol consumption and eating habits in electronic football players. Methods The present exploratory cross-sectional study includes the Distress Screener, General Health Questionnaire, Brief Cope, Sleep Disturbance Domain of the Patient-Reported Outcomes Measurement Information System, Alcohol Use Disorders Identification Test Consumption and a set of questions regarding eating habits. A two-step robust maximum likelihood method of the Structural Equation Modelling approach was used. Results Both measurement model (χ2/df=1065.04 (637), p<0.001; Tucker-Lewis Index (TLI)=0.91, Comparative Fit Index (CFI)=0.92, standardised root mean residual (SRMR)=0.07 and root mean square error of approximation (RMSEA)=0.05; 95% CI 0.043 to 0.053) and hypothesised structural model (χ2/df=1131.98 (648); p<0.001; TLI=0.90, CFI=0.91, SRMR=0.07 and RMSEA=0.05; 95% CI 0.054 to 0.06) showed an adequate fit to the data. Stress was positively related with depression and anxiety symptoms. Only anxiety symptoms were linked with coping strategies. Maladaptive coping strategies were related to sleep disturbance, alcohol consumption and poor eating habits, whereas adaptive coping strategies were associated with less sleep disturbance, reduced alcohol consumption and better eating habits. Conclusion An integrative approach to help electronic football players when early signs of distress are present might help avoid other mental health symptoms that interfere with players’ well-being and overall health. Additionally, adequate coping strategies to manage anxiety symptoms due to distress may help counteract potential negative consequences for lifestyle habits in electronic football players.
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Affiliation(s)
- Ana Monteiro Pereira
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal.,Research Center in Sports Sciences, Health Sciences and Human Development, University of Maia, ISMAI, CIDESD, Maia, Portugal
| | - Pedro Teques
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal.,N2i, Polytechnic Institute of Maia, Maia, Porto, Portugal.,CIPER, Interdisciplinary Center for the Study of Human Performance, University of Lisbon, Faculty of Human Kinetics, Lisbon, Portugal
| | - Evert Verhagen
- Amsterdam Collaboration on Health & Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam UMC, University Medical Centers - Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Vincent Gouttebarge
- Section of Sports Medicine, University of Pretoria, Pretoria, South Africa.,Amsterdam UMC, University of Amsterdam, Department of Orthopaedic Surgery, Amsterdam Movement Sciences, Meibergdreef 9, Amsterdam, Netherlands.,Amsterdam Collaboration on Health & Safety in Sports (ACHSS), Amsterdam UMC IOC Research Center of Excellence, Amsterdam, Netherlands
| | - Pedro Figueiredo
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal.,Research Center in Sports Sciences, Health Sciences and Human Development, CIDESD, Portugal.,CIDEFES, Universidade Lusófona, Lisboa, Portugal
| | - João Brito
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal
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Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2021; 8:481-493. [PMID: 34258146 PMCID: PMC8264989 DOI: 10.1007/s40429-021-00386-4] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/27/2021] [Indexed: 11/29/2022]
Abstract
Purpose of Review Research has indicated that loot boxes are risky gaming components that could exacerbate Internet gaming disorder due to a link between loot box purchasing and gambling. We conducted a systematic review to identify the characteristics of people who purchase loot boxes with real money, focusing on the relationships (a) between loot boxes and gaming, (b) between loot boxes and gambling, and (c) between loot boxes and other variables. Recent Findings Of the 201 studies examined for eligibility, we reviewed 20 studies that met the predefined criteria, which were extracted by searching electronic databases (PsycINFO, PubMed, Ovid, EBSCO, and Web of Science) and the reference lists of included studies, and that were published up to March 27, 2021. Overall, this review identified positive relationships among Internet gaming disorder–related symptoms, disordered gambling symptoms, and engagement with, or investment in, loot boxes. In addition to gaming and gambling, the relationships among some variables, such as mood, gender, physiological state, motivation, and loot box engagement, were examined. Summary The present review clarified relationships between loot box engagement, gaming, gambling, and other variables, such as mood, gender, physiological state, and motivation, and partially identified the characteristics of people who purchase loot boxes using real money. Specifically, those who spend more money in-game on loot boxes exhibit Internet gaming–related and/or disordered gambling symptoms and behaviors. Finally, we discussed future directions for clinical psychological studies on loot boxes.
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Latinjak AT, Hatzigeorgiadis A. The Knowledge Map of Sport and Exercise Psychology: An Integrative Perspective. Front Psychol 2021; 12:661824. [PMID: 34220635 PMCID: PMC8242169 DOI: 10.3389/fpsyg.2021.661824] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2021] [Accepted: 05/21/2021] [Indexed: 11/13/2022] Open
Abstract
The present work contains a personal perspective on what sport and exercise psychology (SEP) is today. It is a global synthesis of research about psychological aspects related to the context and practice of sport and exercise. The intended impact was to positively influence teaching SEP to students, to promote interdisciplinary research and practice, and to assist the development of SEP as an applied science by helping experts develop a more holistic view of the field. Over 650 theoretical and review articles about psychological concepts in connection to sport and exercise were read in the process of creating a conceptual model that reflects the essence of SEP and leads to a conceptualization of SEP based on research topics. The result was a knowledge map of SEP made up of four main research clusters: biopsychological descriptors, external variables, psychological skills, and applied SEP practice. In terms of interdisciplinarity, the present perspective on SEP suggests that sport and exercise can be used as a research paradigm or natural laboratory to study psychological aspects relevant to various scientific fields, and that sport and exercise can be used as a therapeutic framework in response to challenges that researchers and practitioners in these fields are typically addressing.
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Affiliation(s)
- Alexander T. Latinjak
- School of Social Sciences and Humanities, University of Suffolk, Ipswich, United Kingdom
- Escola Universitària de la Salut i de l’Esport (EUSES), Universitat de Girona, Salt, Spain
| | - Antonis Hatzigeorgiadis
- Department of Physiological Education and Sport Science, University of Thessaly, Trikala, Greece
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Normand CL, Fisher MH, Simonato I, Fecteau SM, Poulin MH. A Systematic Review of Problematic Internet Use in Children, Adolescents, and Adults with Autism Spectrum Disorder. REVIEW JOURNAL OF AUTISM AND DEVELOPMENTAL DISORDERS 2021. [DOI: 10.1007/s40489-021-00270-x] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/28/2022]
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Neri F, Smeralda CL, Momi D, Sprugnoli G, Menardi A, Ferrone S, Rossi S, Rossi A, Di Lorenzo G, Santarnecchi E. Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame. Front Psychol 2021; 12:598410. [PMID: 34177682 PMCID: PMC8224404 DOI: 10.3389/fpsyg.2021.598410] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2020] [Accepted: 04/07/2021] [Indexed: 11/13/2022] Open
Abstract
First-Person Shooter (FPS) game experience can be transferred to untrained cognitive functions such as attention, visual short-term memory, spatial cognition, and decision-making. However, previous studies have been using off-the-shelf FPS games based on predefined gaming settings, therefore it is not known whether such improvement of in game performance and transfer of abilities can be further improved by creating a in-game, adaptive in-game training protocol. To address this question, we compared the impact of a popular FPS-game (Counter-Strike:Global-Offensive–CS:GO) with an ad hoc version of the game based on a personalized, adaptive algorithm modifying the artificial intelligence of opponents as well as the overall game difficulty on the basis of individual gaming performance. Two groups of FPS-naïve healthy young participants were randomly assigned to playing one of the two game versions (11 and 10 participants, respectively) 2 h/day for 3 weeks in a controlled laboratory setting, including daily in-game performance monitoring and extensive cognitive evaluations administered before, immediately after, and 3 months after training. Participants exposed to the adaptive version of the game were found to progress significantly faster in terms of in-game performance, reaching gaming scenarios up to 2.5 times more difficult than the group exposed to standard CS:GO (p < 0.05). A significant increase in cognitive performance was also observed. Personalized FPS gaming can significantly speed-up the learning curve of action videogame-players, with possible future applications for expert-video-gamers and potential relevance for clinical-rehabilitative applications.
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Affiliation(s)
- Francesco Neri
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Carmelo Luca Smeralda
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Davide Momi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Giulia Sprugnoli
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Arianna Menardi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Salvatore Ferrone
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Simone Rossi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy.,Human Physiology Section, Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Alessandro Rossi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy.,Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Giorgio Di Lorenzo
- Laboratory of Psychophysiology and Cognitive Neuroscience, Chair of Psychiatry, Department of Systems Medicine, University of Rome Tor Vergata, Rome, Italy.,Psychiatry and Clinical Psychology Unit, Fondazione Policlinico Tor Vergata, Rome, Italy.,IRCCS Fondazione Santa Lucia, Rome, Italy
| | - Emiliano Santarnecchi
- Berenson-Allen Center for Non-Invasive Brain Stimulation, Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA, United States
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To be or not to be (e)sports? That is not the question! Why and how sport and exercise psychology could research esports. GERMAN JOURNAL OF EXERCISE AND SPORT RESEARCH 2021. [DOI: 10.1007/s12662-021-00715-9] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
Abstract
AbstractWhether esports can be considered a sport is highly debated. The German Olympic Sport Federation (DOSB) and the German Society for Sport Sciences (DVS) recently stated that esports should not be integrated into the canon of sport. Our aim is not to further fuel this debate but rather to argue that to be or not to be sport is not the most important question from a scientific perspective. After summarizing the current discussion on whether esports constitute a sport, this paper discusses why and how sport and exercise psychology (SEP), in particular, could research esports. To exploit research opportunities in esports, such as adapting validated methods and testing existing models, scholars in SEP could examine the aspects arising from its positional stance. We argue that the potential of SEP approaches, models, and methods, positions it well to play an important role in research on esports. The present perspective provides a starting point for a constructive discourse on the development of SEP and the potential for its role in esports research.
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The effects of competitive and interactive play on physiological state in professional esports players. Heliyon 2021; 7:e06844. [PMID: 33981898 PMCID: PMC8082546 DOI: 10.1016/j.heliyon.2021.e06844] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/07/2020] [Revised: 10/31/2020] [Accepted: 04/14/2021] [Indexed: 11/22/2022] Open
Abstract
In esports competitions, both motor skills used to manipulate an avatar and psychological skills are important to achieve optimal performance. Previous studies have investigated the role of psychological skill on computer game performance by observing the modulation of physiological state. However, how physiological state is modulated in esports athletes during an esports match is unclear. In this study, we examined two hypotheses to clarify the effects of competitive and interactive play on the physiological state of esports professionals: (1) the sympathetic nervous system of esports players is activated by competitive play and modulated by the game situation, and (2) the autonomic nervous system activities of players in dyads are synchronized positively/negatively by interpersonal interaction. We measured electrocardiograms (ECGs) in nine professional esports players while they played a fighting video game to investigate changes in physiological state. We compared ECGs collected in the resting state, while playing against a computer, and while playing against other players. We calculated the mean heart rate (HR), temporal pattern of HR, and correlation of temporal HR patterns of the pairs in the player-versus-player condition. The results showed that mean HR was elevated by the presence of a human opponent compared with a computer opponent, and an increase in mean HR was also observed in specific game situations (beginning of the match, toward the end of a game or match). These results suggest that the sympathetic nervous system in esports players is activated by competitive play and is modulated by the game situation. In addition, the temporal HR patterns in the opponent pairs were synchronized, suggesting that autonomic nervous system activity is synchronized in player dyads via interpersonal interaction during competitive play. Our results provide insight regarding the relationship between physiological state and psychological skill in esports professionals during esports competitions.
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Gomes MA, Narciso FV, de Mello MT, Esteves AM. Identifying electronic-sport athletes' sleep-wake cycle characteristics. Chronobiol Int 2021; 38:1002-1009. [PMID: 33843377 DOI: 10.1080/07420528.2021.1903480] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/16/2023]
Abstract
Organized electronic-sport competitions (e-Sport) is related to several health problems, including sleep disorders. The objective of this study was to evaluate the characteristics of the sleep-wake cycle of League of Legends (LoL) athletes during their pre-training, training, pre-competition, and competition routines. Twenty male elite LoL players completed the questionnaires related to sleep pattern (Pittsburgh Sleep Quality Index), sleepiness (Epworth Sleepiness Scale), and chronotype (Morningness-Eveningness Questionnaire), and they wore an actigraph for 7 days. Pre-training and pre-competition assessments were carried out by questionnaires (n = 20) and training and competition assessments by actigraph (n = 16). The chronotype that most Eathletes presented was a moderately evening type. They presented a poor sleep quality and were borderline for excessive daytime sleepiness. Sleep onset and offset times were significantly prolonged during the competition condition (t = 2.11, p < .05; t = 2.51, p < .05). Correlations showed a relationship between PSQI and Sleepiness in the pre-training and pre-competition conditions (r = 0.50, p = .02) and chronotype with sleep onset (r = 0.61, p = .01), total sleep time (r = 0.55, p = .02), and time awake (r = 0.49, p = .04) in the competition condition. Linear regression analysis indicated associations between the PSQI and sleepiness (25%; p = .02) during pre-training and pre-competition. During the competition there were associations between chronotype and sleep onset (37%; p = .01), chronotype and time awake (24%; p = .04), and chronotype and TST (30%; p = .02). In general, the findings support the conclusion that LoL athletes presented an altered sleep pattern during their training routines.
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Affiliation(s)
| | - Fernanda Veruska Narciso
- Departamento de Esportes, Universidade Federal de Minas Gerais, Escola de Educação Física, Fisioterapia e Terapia Ocupacional, Belo Horizonte, Brasil
| | - Marco Tulio de Mello
- Departamento de Esportes, Universidade Federal de Minas Gerais, Escola de Educação Física, Fisioterapia e Terapia Ocupacional, Belo Horizonte, Brasil
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Hooked on virtual social life. Problematic social media use and associations with mental distress and addictive disorders. PLoS One 2021; 16:e0248406. [PMID: 33831023 PMCID: PMC8032197 DOI: 10.1371/journal.pone.0248406] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/18/2020] [Accepted: 02/25/2021] [Indexed: 12/25/2022] Open
Abstract
Background Social media is an important and growing part of the lives of the vast majority of the global population, especially in the young. Although still a young and scarce subject, research has revealed that social media has addictive potential. The aim of this cross-sectional study was to explore the associations between problematic use of social media and mental distress, problematic gaming and gambling, within the Swedish general population. Methods Data from 2,118 respondents was collected through self-report questions on demographics and validated scales measuring addiction-like experiences of social media, problem gaming, problem gambling, and mental distress. Associations were analyzed in unadjusted analyses and–for variables not exceedingly inter-correlated–in adjusted logistic regression analyses. Results In adjusted analyses, problematic use of social media demonstrated a relationship with younger age, time using instant messaging services, and mental distress, but not with education level, occupational status, or with treatment needs for alcohol or drug problems. Behavioral addictions (internet, gaming and gambling) were substantially inter-correlated, and all were associated with problematic use of social media in unadjusted analyses. Conclusions Social media use is associated with other addictive behaviors and mental distress. While factors of causality remain to be studied, these insights can motivate healthcare professionals to assess social media habits, for example in individuals suffering from issues concerning gambling, gaming or mental health.
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Cranmer EE, Han DID, van Gisbergen M, Jung T. Esports matrix: Structuring the esports research agenda. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2020.106671] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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Bányai F, Zsila Á, Kökönyei G, Griffiths MD, Demetrovics Z, Király O. The Moderating Role of Coping Mechanisms and Being an e-Sport Player Between Psychiatric Symptoms and Gaming Disorder: Online Survey. JMIR Ment Health 2021; 8:e21115. [PMID: 33755024 PMCID: PMC8077919 DOI: 10.2196/21115] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/08/2020] [Revised: 08/13/2020] [Accepted: 08/16/2020] [Indexed: 12/19/2022] Open
Abstract
BACKGROUND The emerging popularity of playing video games (gaming) as a hobby and as a professional sport raises awareness about both the benefits and possible downsides of the activity. Although a healthy and passionate hobby for most, a minority of gamers experience addiction-like symptoms and are considered to have gaming disorder (GD). GD has previously been found to be related to aversive conditions, such as depression or anxiety, as well as putatively maladaptive coping strategies. OBJECTIVE The aim of this study is twofold: to explore the moderating effect of different coping strategies and type of video game usage (professional [e-sport] or recreational) on the relationship between psychiatric symptoms and GD. METHODS A sample of 3476 gamers (n=3133, 90.13% males; mean age 23.20, SD 6.48 years) was recruited via the website and social networking site of the most popular gaming magazine in Hungary (GameStar). RESULTS The main effect of psychiatric symptoms was moderate to large in all models, whereas the moderation effects were significant (P<.001) for 4 out of 8 coping strategies (ie, self-blame/self-distraction, denial, emotional/social support, and active coping). However, the explained variance of the models only increased negligibly (from 0.3% to 0.5%) owing to the moderation effect. The direction of the moderations was as expected (ie, putatively maladaptive strategies were associated with more GD symptoms when the level of psychiatric symptoms was high, while putatively adaptive strategies were associated with less). Furthermore, no considerable moderation effect of the player type (recreational vs professional players) was found on the association between psychiatric symptoms and GD (β=.04; P=.02; 0.1% change in the explained variance). CONCLUSIONS Future studies should be designed to better understand coping-related mechanisms in the context of video gaming and GD.
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Affiliation(s)
- Fanni Bányai
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.,Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Ágnes Zsila
- Institute of Psychology, Pázmány Péter Catholic University, Budapest, Hungary
| | - Gyöngyi Kökönyei
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.,SE-NAP2 Genetic Brain Imaging Migraine Research Group, Hungarian Academy of Sciences, Semmelweis University, Budapest, Hungary.,Department of Pharmacodynamics, Faculty of Pharmacy, Semmelweis University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.,Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18062917. [PMID: 33809213 PMCID: PMC8001289 DOI: 10.3390/ijerph18062917] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/03/2021] [Revised: 03/06/2021] [Accepted: 03/09/2021] [Indexed: 01/22/2023]
Abstract
In recent years, interest in video game live streaming services has increased as a new communication instrument, social network, source of leisure, and entertainment platform for millions of users. The rise in this type of service has been accompanied by an increase in research on these platforms. As an emerging domain of research focused on this novel phenomenon takes shape, it is necessary to delve into its nature and antecedents. The main objective of this research is to provide a comprehensive reference that allows future analyses to be addressed with greater rigor and theoretical depth. In this work, we developed a meta-review of the literature supported by a bibliometric performance and network analysis (BPNA). We used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) protocol to obtain a representative sample of 111 published documents since 2012 and indexed in the Web of Science. Additionally, we exposed the main research topics developed to date, which allowed us to detect future research challenges and trends. The findings revealed four specializations or subdomains: studies focused on the transmitter or streamer; the receiver or the audience; the channel or platform; and the transmission process. These four specializations add to the accumulated knowledge through the development of six core themes that emerge: motivations, behaviors, monetization of activities, quality of experience, use of social networks and media, and gender issues.
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The dual nature of escapism in video gaming: A meta-analytic approach. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100081] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023] Open
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50
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Emara AK, Ng MK, Cruickshank JA, Kampert MW, Piuzzi NS, Schaffer JL, King D. Gamer's Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports. Curr Sports Med Rep 2020; 19:537-545. [PMID: 33306517 DOI: 10.1249/jsr.0000000000000787] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
Abstract
Electronic sports (esports), or competitive video gaming, is a rapidly growing industry and phenomenon. While around 90% of American children play video games recreationally, the average professional esports athlete spends 5.5 to 10 h gaming daily. These times and efforts parallel those of traditional sports activities where individuals can participate at the casual to the professional level with the respective time commitments. Given the rapid growth in esports, greater emphasis has been placed on identification, management, and prevention of common health hazards that are associated with esports participation while also focusing on the importance of health promotion for this group of athletes. This review outlines a three-point framework for sports medicine providers, trainers, and coaches to provide a holistic approach for the care of the esports athlete. This esports framework includes awareness and management of common musculoskeletal and health hazards, opportunities for health promotion, and recommendations for performance optimization.
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Affiliation(s)
- Ahmed K Emara
- Esports Medicine Program Cleveland Clinic Foundation, Cleveland, OH
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