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Østergaard LD, Straszek CLN, Frandsen LN. Performance and physical activity. How playful activities implemented into training in Danish esports clubs influence players' performance experience. Front Sports Act Living 2024; 6:1441607. [PMID: 39691736 PMCID: PMC11649423 DOI: 10.3389/fspor.2024.1441607] [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: 05/31/2024] [Accepted: 11/18/2024] [Indexed: 12/19/2024] Open
Abstract
Introduction Over the past few years, attention has focused on how physical activity can enhance esports players' performance. For example, complementing esports training with physical activities has been explored. However, most of these activities are based on traditional strength or endurance-related exercises, which do not align with the interests of children attending organized esports clubs. Methods In this study, we investigate playful physical activities. Our research is based on qualitative pilot studies, where we observed and interviewed players (N = 77) and coaches (N = 12) from nine organized esports clubs for two to four months per club. We explored their experiences with playful physical activities implemented during esports training. Using a reflexive thematic analytical approach, we revisited and analyzed the data. Results The results are presented in this paper as three nonfictional short stories, creatively describing the lived experiences of the players and coaches. We emphasize patterns of shared meaning and identify the "What's" and "How's" associated with esports training when playful physical activities are incorporated. Despite differences in form, duration, and intensity compared to activities referenced in the literature on esports and performance, our results demonstrate that playful activities positively influence esports players' skills and performance. Discussion Furthermore, our findings suggest that playful physical activities, as opposed to traditional strength and endurance exercises, often associated with physical activity, are acceptable for esports coaches. However, for maximum impact, these activities must be relevant and directly related to the games played in the esports clubs. Based on our research, we recommend implementing playful physical activities that align with the actual esports training to support developing and optimizing players' esports skills and performance.
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Poulus DR, Sargeant J, Zarate D, Griffiths MD, Stavropoulos V. Burnout profiles among esports players: Associations with mental toughness and resilience. J Sports Sci 2024; 42:1685-1694. [PMID: 39306706 DOI: 10.1080/02640414.2024.2405794] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/08/2024] [Accepted: 09/11/2024] [Indexed: 10/19/2024]
Abstract
The present study investigated burnout among esports players and its association with mental toughness and resilience. Esports players (N = 453; Mage = 23.0, SD = 4.18; in the top 40% of in-game rank) from seven team-based esports completed the Athlete Burnout Scale (ABO-S), Mental Toughness Questionnaire 18 (MTQ-18), and the Connor-Davidson Resilience Scale (CD-RISC-10). Latent profile analysis identified three distinct burnout profiles: "low burnout risk" (LBR; 33.8%), "medium burnout risk" (MBR; 28.0%), and "high burnout risk" (HBR; 38.3%). Low burnout profiles were associated with higher mental toughness and resilience. The LBR profile was characterized by low levels of reduced accomplishment (RA), physical exhaustion (PE), and negative feelings (NF), while [MBR and HBR reported similar PE and NF scores but] differed in RA, with HBR showing the highest RA and total burnout. This study is the first to show distinct burnout profiles among esports players, indicating a significant prevalence of burnout symptoms. This should be monitored by both players and support staff (e.g. club managers, programme managers, and high-performance support staff). Additionally, mental toughness and resilience appear to play a protective role against burnout.
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Affiliation(s)
- Dylan R Poulus
- Physical Activity, Sport, and Exercise Research Theme, Faculty of Health, Southern Cross University, Gold Coast, Australia
- Manna Institute, Southern Cross University, Australia
| | - Jack Sargeant
- Physical Activity, Sport, and Exercise Research Theme, Faculty of Health, Southern Cross University, Gold Coast, Australia
| | - Daniel Zarate
- School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
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Bonilla I, Chamarro A, Birch P, Sharpe BT, Martín-Castellanos A, Muriarte D, Ventura C. Conceptualization and validation of the TILT questionnaire: relationship with IGD and life satisfaction. Front Psychol 2024; 15:1409368. [PMID: 39040959 PMCID: PMC11260801 DOI: 10.3389/fpsyg.2024.1409368] [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: 03/29/2024] [Accepted: 06/19/2024] [Indexed: 07/24/2024] Open
Abstract
Currently, the study of esports is growing within the field of psychology. Among the different variables attracting interest - including stress or psychological factors associated with performance - an emerging concept known as tilt is gaining prominence in the literature. However, this construct has yet to be operationalized or defined. Thus, the present study aims to address this gap by defining and conceptualizing TILT while devising and validating a questionnaire to measure the construct in esports players. The initial phase of the study comprised 27 interviews conducted with professional players (n = 6), semi-professionals (n = 8), amateurs (n = 8), and coaches (n = 5) to characterize the concept of tilt. Following these interviews, a definition of tilt was formulated, and a panel of five experts in sports psychology and esports proposed a comprehensive set of 53 items. A total of 488 participants (278 males, 210 females), aged 18-50 (mean age = 26.9 years, SD = 7.57), completed the survey, including the 53 tilt items, a questionnaire measuring toxic behavior, and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The tilt construct is primarily characterized as a state of frustration escalating into anger, resulting in diminished performance, attention, and recurring negative thoughts about errors. Its onset typically coincides with stressful situations, persisting for approximately 30 min. Through an Exploratory Factor Analysis (EFA), 18 items were retained and categorized into two factors: Causes (7 Items) and Consequences (11 Items) of tilt. The entire questionnaire yielded a Cronbach's α of 0.922, with the first and second factors showing values of 0.854 and 0.890, respectively. Confirmatory factor analysis (CFA) revealed an acceptable fit for the 2-factor solution. Correlations with related constructs, such as Toxic Behavior and IGD, provided preliminary evidence of external validity. Empirical evidence for the validity and internal consistency of the Tilt Scale is robust, indicating its potential utility in future research on the psychological experiences of esports players.
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Affiliation(s)
- Iván Bonilla
- Sports Research Institute, Autonomous University of Barcelona, Barcelona, Spain
| | - Andrés Chamarro
- Sports Research Institute, Autonomous University of Barcelona, Barcelona, Spain
| | - Phil Birch
- Institute of Applied Sciences, University of Chichester, Chichester, United Kingdom
| | - Benjamin T. Sharpe
- Institute of Psychology, Business, and Human Sciences, University of Chichester, Chichester, United Kingdom
| | | | | | - Carles Ventura
- National Institute of Physical Education of Catalonia – University of Barcelona, Barcelona, Spain
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Footitt T, Christofi N, Poulus DR, Colder Carras M, Stavropoulos V. Gaming Disorder: The role of a gamers flow profile. Addict Behav Rep 2024; 19:100555. [PMID: 38952851 PMCID: PMC11215001 DOI: 10.1016/j.abrep.2024.100555] [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: 01/16/2024] [Revised: 04/30/2024] [Accepted: 05/28/2024] [Indexed: 07/03/2024] Open
Abstract
Digital games are widely popular and integral to contemporary entertainment. Nevertheless, a proportion of users present with disordered/excessive gaming behaviours, provisionally classified as Internet Gaming Disorder (IGD). Previous literature suggests examining the contribution of an individual's profile of immersive engagement with their gaming activity, known as online flow, for disordered gaming behaviours. Therefore, the main goals of this study were (1) to categorise gamers into distinct profiles based on their online flow experiences and (2) to investigate the differences in disordered gaming among these different flow profiles. A sample of 565 gamers (12-68 years, Mage = 29.3 years) was assessed twice over six months with the Online Flow Questionnaire (OFQ), the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), and the Gaming Disorder Test (GDT). Latent profile analysis (LPA) identified five distinct profiles encompassing 'High-Flow with High Loss of Control' (HF-HLOC; 14.0 %), 'Low Flow with Low Enjoyment' (LF-LE; 11.9 %), 'Average Flow with Low Enjoyment' (AF-LE; 17.5 %), 'Low Flow with High Enjoyment' (LF-HE; 20.2 %), and 'High Loss of Sense of Time with Low Loss of Control' groups (HLOT-LLOC; 36.5 %). As hypothesised, individuals across varying profiles evidenced differences in their concurrent and longitudinal disordered gaming behaviours. Overall, findings suggest that 'loss of sense of time' may be the most pivotal factor in differentiating flow states and profiles during gaming, advocating its consideration in disordered gaming assessment and treatment.
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Affiliation(s)
- Trent Footitt
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
| | - Natasha Christofi
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
| | - Dylan R Poulus
- Physical Activity, Sport, and Exercise Research Theme, Faculty of Health, Southern Cross University, Australia
| | | | - Vasileios Stavropoulos
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
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Kegelaers J, Trotter MG, Watson M, Pedraza-Ramirez I, Bonilla I, Wylleman P, Mairesse O, Van Heel M. Promoting mental health in esports. Front Psychol 2024; 15:1342220. [PMID: 38312393 PMCID: PMC10836213 DOI: 10.3389/fpsyg.2024.1342220] [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: 11/21/2023] [Accepted: 01/04/2024] [Indexed: 02/06/2024] Open
Abstract
There is growing recognition of the demands and health challenges experienced by esports athletes. The purpose of this perspective paper is to draw specific attention to the mental health of competitive gamers and spur on both future research and applied initiatives focussing on this important but under-addressed topic. We will briefly discuss the prevalence of mental health concerns, domain-specific stressors, and the need for comprehensive mental health support systems tailored to the esports context. It is our hope that, with this perspective paper, we can help set a new research agenda addressing mental health in esports.
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Affiliation(s)
| | | | | | | | - Iván Bonilla
- Universitat Autònoma de Barcelona, Barcelona, Spain
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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: 0.5] [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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Trotter MG, Obine EAC, Sharpe BT. Self-regulation, stress appraisal, and esport action performance. Front Psychol 2023; 14:1265778. [PMID: 37885748 PMCID: PMC10598391 DOI: 10.3389/fpsyg.2023.1265778] [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: 07/24/2023] [Accepted: 09/18/2023] [Indexed: 10/28/2023] Open
Abstract
Electronic sport has seen substantial growth in market value and popularity in the last 10 years. With this growth has come the pursuit of elite esports performance, especially from a psychological perspective. This study aimed to investigate potential variations in self-regulation levels among athletes of different levels (national vs. student), compare the self-regulation profiles of CS:GO players in the current study to an international sample of e'athletes and to assess the predictive capacity of self-regulation on performance outcomes. A total of 53 esports athletes (student competitors, n = 27 and national-level CS:GO competitors, n = 26), participated in an experiment exploring self-regulation, DRES, and action performance. Furthermore, analysis comparing our collective findings against a larger global sample of e'athletes (n = 993) was conducted. Results demonstrated that CS:GO players who displayed higher levels of self-regulation tended to perceive stressful situations as challenges, consequently showcasing superior accuracy and time trial performance. In contrast, individuals with lower self-regulation tended to perceive such situations as threats, which correlated with less favorable performance outcomes. On a broader scale, the study observed that CS:GO competitors generally exhibited lower levels of self-regulation when compared to the larger global sample. Furthermore, self-regulation was identified as a mediating variable in the relationship between stress appraisal and performance, suggesting that improved self-regulation skills can lead to enhanced accuracy and quicker time trial performance. This may imply that competitors with greater self-regulatory abilities perceive themselves as having more personal resources, enabling them to effectively assess challenging situations and employ problem-focused coping strategies. Overall, this research underscores the significance of self-regulation in optimizing esports performance, while providing valuable insights for player development, action performance, and overall outcomes in the field.
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Affiliation(s)
| | - Emmanuel A. C. Obine
- Institute of Psychology, Business and Human Sciences, University of Chichester, Chichester, United Kingdom
| | - Benjamin T. Sharpe
- Institute of Psychology, Business and Human Sciences, University of Chichester, Chichester, United Kingdom
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8
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Bubna K, Trotter MG, Polman R, Poulus DR. Terminology matters: defining the esports athlete. Front Sports Act Living 2023; 5:1232028. [PMID: 37691641 PMCID: PMC10485553 DOI: 10.3389/fspor.2023.1232028] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/31/2023] [Accepted: 08/11/2023] [Indexed: 09/12/2023] Open
Affiliation(s)
- Kabir Bubna
- The International Federation of Esports Coaches (IFoEC),London, United Kingdom
| | | | - Remco Polman
- Institute of Health and Wellbeing, Federation University Australia, Berwick, VIC, Australia
| | - Dylan R. Poulus
- Physical Activity, Sport and Exercise Research Theme, Faculty of Health, Southern Cross University, Gold Coast, QLD, Australia
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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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Abstract
A considerable amount of human behavior occurs within the context of sports. In recent years there have been notable advances in psychological science research applied to understanding athletic endeavor. This work has utilized a number of novel theoretical, methodological, and data analytic approaches. We review the current evidence related to developmental considerations, intrapersonal athlete factors, group processes, and the role of the coach in explaining how athletes function within the sport domain. This body of work sheds light on the diverse ways in which psychological processes contribute to athletic strivings. It also has the potential to spark interest in domains of psychology concerned with achievement as well as to encourage cross-domain fertilization of ideas.
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Affiliation(s)
- Mark R Beauchamp
- School of Kinesiology, University of British Columbia, Vancouver, Canada;
| | - Alan Kingstone
- Department of Psychology, University of British Columbia, Vancouver, Canada;
| | - Nikos Ntoumanis
- Danish Centre for Motivation and Behaviour Science, Department of Sports Science and Clinical Biomechanics, University of Southern Denmark, Odense, Denmark;
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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: 2] [Impact Index Per Article: 1.0] [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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Izadpanah S, Charmi M. The effect of social networks on academic self-handicapping with the mediating role of self-regulatory learning strategies and academic achievement among EFL students. Front Psychol 2022; 13:987381. [PMID: 36582331 PMCID: PMC9792773 DOI: 10.3389/fpsyg.2022.987381] [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: 07/06/2022] [Accepted: 11/17/2022] [Indexed: 12/15/2022] Open
Abstract
Introduction In the academic context, social networking sites (SNSs) have reshaped the way university students connect and communicate with each other and the way they learn, thus influencing their identities and dimensions. This research investigates the effect of social networks on academic self-handicapping with the mediating role of self-regulatory and academic achievement. Method The current study is considered to be quantitative research in terms of its nature, applied research in terms of its purpose, and correlational descriptive one in terms of its method. The statistical population of the present study includes all language students of Tabriz University, whose number was 540 people. Sampling was done by the random sampling method. Using Morgan's table, the sample size was estimated to be 225 people in 2022. Due to the possibility of falling, 10% was added to this number, and 250 questionnaires were distributed among 250 participants; 17 questionnaires were incomplete, and a total of 233 valid questionnaires were examined. Four questionnaires were administered to collect data. SPSS 26 and AMOS 24 software were used to analyze the collected data from questionnaires. Descriptive, inferential, and Structural Covariance Matrix (SEM) statistics were conducted to explore the effect of social networks on these variables. Results Findings showed that social networks significantly impact self-handicapping in language students of Tabriz University. 2- Social networks have a significant impact on self- self-handicapping with a mediating role of self-regulation learning strategies in language students of Tabriz University. 3- Social networks significantly affect self-handicapping, mediating role in language students' academic progress at Tabriz University. Discussion Further investigation and experimentation into social networks are strongly recommended. In addition, studies show that self-handicapping is successful in helping individuals divert the assessments of others from attributing weak abilities to failure. Because self-handicapping behavior undermines achievement and can lead to long-term withdrawal from activities (such as school and college), parents and teachers must discourage self-handicapping and avoid behavior that may encourage it.
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Machado S, de Oliveira Sant'Ana L, Cid L, Teixeira D, Rodrigues F, Travassos B, Monteiro D. Impact of victory and defeat on the perceived stress and autonomic regulation of professional eSports athletes. Front Psychol 2022; 13:987149. [PMID: 36092047 PMCID: PMC9454608 DOI: 10.3389/fpsyg.2022.987149] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/05/2022] [Accepted: 07/20/2022] [Indexed: 11/17/2022] Open
Abstract
Competitive sports involve physiological, technical and psychological skills, which influence directly on individuals’ performance. This study aims to investigate the levels of perceived stress and Heart Rate Variability (HRV) before and after matches with victory and defeat in professional eSports athletes. Our hypothesis was that the winners would have better autonomic and stress responses after match, thus corroborating the literature on neurocardiac connections. Fifty male eSport players were selected players from 10 different Brazilian teams. The experiment was carried out in 2 sessions. Firstly, after signing the informed consent form, 24 h before the game, anthropometric, physical activity levels and time of expertise data were recorded only for sample characterization and the players were familiarized with the perceived stress scale—10 (PSS-10) and the HRV measurements. Secondly, players performed the PSS-10 and HRV recording at rest by 10 min 60 and 30 min before the game (i.e., baseline time) and 10 min after the end of the game. Overall, concerning PSS-10 our findings show that VG had significant reduced scores in post-game time compared to baseline (BL) and pre-game times, while DG had significant increased scores in post-game time compared to BL and pre-game times. Regarding HRV, our results demonstrate that VG had significant increase in RR, SDNN, rMSSD, pNN50 and HF, and significant decrease in LF and LF/HF, while DG had a significant decrease in RR, SDNN, rMSSD and HF, and significant increase in LF and LF/HF. It was observed that VG had better HRV responses (greater parasympathetic activation) as well as lower levels of perceived stress, while DG had worst HRV responses (greater sympathetic activation) and higher levels of perceived stress.
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Affiliation(s)
- Sergio Machado
- Department of Sports Methods and Techniques, Federal University of Santa Maria, Santa Maria, Brazil
- Department of Sports Science, University of Beira Interior, Covilhã, Portugal
- Laboratory of Physical Activity Neuroscience, Neurodiversity Institute, Queimados, Brazil
- *Correspondence: Sergio Machado,
| | | | - Luis Cid
- Research Center in Sport, Health and Human Development (CIDESD), Vila Real, Portugal
- Sport Sciences School of Rio Maior, Polytechnic of Santarém (ESDRM-IPSantarém), Rio Maior, Portugal
- Life Quality Research Centre (CIEQV), Leiria, Portugal
| | - Diogo Teixeira
- Faculty of Physical Education and Sport, Lusófona University, Lisbon, Portugal
- Research Center in Sport, Physical Education, and Exercise and Health (CIDEFES), Lisbon, Portugal
| | - Filipe Rodrigues
- Life Quality Research Centre (CIEQV), Leiria, Portugal
- ESECS, Polytechnic of Leiria, Leiria, Portugal
| | - Bruno Travassos
- Department of Sports Science, University of Beira Interior, Covilhã, Portugal
- Research Center in Sport, Health and Human Development (CIDESD), Vila Real, Portugal
- Portugal Football School, Portuguese Football Federation, Cruz Quebrada, Portugal
| | - Diogo Monteiro
- Research Center in Sport, Health and Human Development (CIDESD), Vila Real, Portugal
- Life Quality Research Centre (CIEQV), Leiria, Portugal
- ESECS, Polytechnic of Leiria, Leiria, Portugal
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Trotter MG, Coulter TJ, Davis PA, Poulus DR, Polman R. Examining the Impact of School Esports Program Participation on Student Health and Psychological Development. Front Psychol 2022; 12:807341. [PMID: 35140665 PMCID: PMC8820392 DOI: 10.3389/fpsyg.2021.807341] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2021] [Accepted: 12/27/2021] [Indexed: 01/04/2023] Open
Abstract
This study examined the influence of 7 high school esports developmental programs on student self-regulation, growth mindset, positive youth development (PYD), perceived general health and physical activity (PA), and sport behaviour. A total of 188 students (male n = 120; female n = 68) originally participated (89 enrolled in an esports program in their school and 99 acted as aged-matched controls), with 58 participants (n = 19 esports group; n = 39 controls) completing both pre- and post-program information. At baseline, no significant differences were found between youth e-athletes and their aged-matched controls. The analysis for the observation period showed a significant interaction effect for the PYD confidence scale, with post-hoc comparisons showing a significant decrease in the control group from pre- to post assessment whereas the esports group remained the same. Time main effects showed a decrease in the self-regulation motivation factor, PYD connection factor and PA for all participants. Overall, this study showed that students enrolled in their respective school esports program did not differ from those who did not in self-regulation, growth mindset, PYD, perceived health and PA, and sport behaviour. It was likely that all participants showed a decrease in motivation, connection, and PA due to COVID19 lockdown during the study period. This study is the first to investigate the longitudinal impact of student involvement in high school esports and showed that esports participation did not have a negative impact on any health or psychological factors.
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Affiliation(s)
- Michael G. Trotter
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Tristan J. Coulter
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Paul A. Davis
- Department of Psychology, Umeå University, Umeå, Sweden
| | - Dylan R. Poulus
- School of Health and Human Sciences, Southern Cross University, Bilinga, QLD, Australia
| | - Remco Polman
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
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Poulus DR, Coulter TJ, Trotter MG, Polman R. A qualitative analysis of the perceived determinants of success in elite esports athletes. J Sports Sci 2021; 40:742-753. [PMID: 34930102 DOI: 10.1080/02640414.2021.2015916] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
The current study aimed to qualitatively investigate the perceived determinants of success in professional esports athletes. Guided by the bioecological model (Bronfenbrenner & Morris, 2006), thematic analysis was used to explore elite esports athletes' perceptions of success determinants. Semi-structured interviews were conducted with seven elite esports athletes. The interviews were used to investigate players' psychology when playing well, training in elite esports, and working in esports teams. Deductive and inductive analyses were conducted to capture the core themes of success in esports within the bioecological model. When playing well, elite esports athletes experienced high levels of confidence, uninterrupted focus, and flow states. Elite esport athletes use mental strategies to help regulate their emotions and remain mindful in the presence of "tilt". Furthermore, breathing techniques and tactical breaks were used when players felt nervous or when trying to "reset" from a stressful situation. When working in elite esport teams, players reported using strategies to improve team cohesion and that the biggest challenge was interpersonal disagreements. The results contribute to the growing body of literature highlighting the psychological similarities between elite esports and traditional sports athletes and serve as an index for future research into high-performance in esports.
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Affiliation(s)
- Dylan R Poulus
- School of Health and Human Sciences, Southern Cross University, Coolangatta, Australia.,Faculty of Health, School of Exercise & Nutrition Sciences, Queensland University of Technology, Brisbane, Australia
| | - Tristan J Coulter
- Faculty of Health, School of Exercise & Nutrition Sciences, Queensland University of Technology, Brisbane, Australia
| | - Michael G Trotter
- Faculty of Health, School of Exercise & Nutrition Sciences, Queensland University of Technology, Brisbane, Australia
| | - Remco Polman
- Faculty of Health, School of Exercise & Nutrition Sciences, Queensland University of Technology, Brisbane, Australia
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