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Ekdahl D, van Hilvoorde I, Rucińska ZA, Ravn S. Editorial: What is esports performance? Front Sports Act Living 2024; 6:1538686. [PMID: 39736884 PMCID: PMC11683090 DOI: 10.3389/fspor.2024.1538686] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/03/2024] [Accepted: 12/04/2024] [Indexed: 01/01/2025] Open
Affiliation(s)
- David Ekdahl
- Department of Public Health, Aarhus University, Aarhus, Denmark
| | - Ivo van Hilvoorde
- Department of Behavioural and Movement Sciences, VU Amsterdam, Amsterdam, Netherlands
| | | | - Susanne Ravn
- Department of Sports Science and Biomechanics, University of Southern Denmark, Odense, Denmark
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Long B, Agudamu, Matic RM, Popovic S, Bu T. Esports Physical Exercise/Performance Matrix 1.0 Country Factsheets: a protocol for national, regional, and global annual assessment study protocol. Front Public Health 2024; 12:1497552. [PMID: 39639897 PMCID: PMC11617578 DOI: 10.3389/fpubh.2024.1497552] [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: 09/17/2024] [Accepted: 10/31/2024] [Indexed: 12/07/2024] Open
Abstract
This protocol helps evaluators gather current data and prepare annual assessments based on specific indicators to provide insights into physical activity among esports players and identify the challenges they face. This manuscript aims to develop a methodology for creating a standardized monitoring system to assess physical exercise and performance in esports players at national, regional, and global levels. This study protocol proposes 20 online sociodemographic indicators to help characterize participating countries and outline each country's demographic profile. Additionally, this protocol proposes nine content indicators specifically designed to assess physical exercise and performance in esports players. A separate analysis will be required to evaluate each content indicator using a 10-point grading scale. This study protocol will facilitate the annual meetings of national evaluators (researchers) to produce reports, thereby fostering effective and dynamic linkages between research and practice.
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Affiliation(s)
- Bo Long
- College of Physical Education, Hunan Normal University, Changsha, China
| | - Agudamu
- Graduate School of Social Welfare, Sungkyunkwan University, Seoul, Republic of Korea
| | - Radenko M. Matic
- Faculty of Sport and Physical Education, University of Novi Sad, Novi Sad, Serbia
- Faculty for Sport and Physical Education, University of Montenegro, Niksic, Montenegro
| | - Stevo Popovic
- Faculty for Sport and Physical Education, University of Montenegro, Niksic, Montenegro
- Western Balkan Sport Innovation Lab, Podgorica, Montenegro
- K-CLUB, Korea University, Seoul, Republic of Korea
| | - Te Bu
- College of Physical Education, Hunan Normal University, Changsha, China
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Overå S, Bakken A, Hyggen C. Prevalence and Characteristics of Female and Male Esports Players among Norwegian Youth: A General Population Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2024; 21:1136. [PMID: 39338019 PMCID: PMC11431502 DOI: 10.3390/ijerph21091136] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/25/2024] [Revised: 08/14/2024] [Accepted: 08/22/2024] [Indexed: 09/30/2024]
Abstract
Electronic sports (esports) have evolved into a major cultural phenomenon in the 21st century, mirroring traditional sports with organized, competitive play. This study investigates the prevalence of esports participation and characteristics of esports players among Norwegian adolescents. Using data from the Ungdata survey, a comprehensive web-based survey of Norwegian adolescents that includes questions on demographics, health, physical activity, social relations, and leisure activities such as gaming and esports, we analyzed responses from 70,695 students aged 16-18 years collected during 2021-2023. We conclude that about one out of twenty in the age group of 16-18 years actively engage in esports. The figure conceals significant gender differences: only 0.7% of girls, compared to 8.8% of boys, actively participate in esports. While female esports players differ noticeably from non-players on almost all indicators included in our analyses, the picture among boys reflects more similarities between esports players and other boys, than differences. Among the esports players, females almost consistently reported more negative experiences than males, including less physical socialization, lower self-rated health, higher rates of loneliness and sleeping problems, and a greater difficulty fitting in at school. Despite these negative aspects, esports players maintain close friendships similar to their non-playing peers.
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Affiliation(s)
- Stian Overå
- Norwegian National Advisory Unit on Concurrent Substance Abuse & Mental Health Disorders, Hospital Innlandet Trust and Norway, 2381 Brumunddal, Norway;
| | - Anders Bakken
- Norwegian Social Research (NOVA), OsloMet—Oslo Metropolitan University, 0130 Oslo, Norway;
| | - Christer Hyggen
- Norwegian Social Research (NOVA), OsloMet—Oslo Metropolitan University, 0130 Oslo, Norway;
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Arslan S, Atan RM, Sahin N, Ergul Y. Evaluation of night eating syndrome and food addiction in esports players. Eur J Nutr 2024; 63:1695-1704. [PMID: 38520524 PMCID: PMC11329384 DOI: 10.1007/s00394-024-03368-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2023] [Accepted: 03/04/2024] [Indexed: 03/25/2024]
Abstract
PURPOSE Esports players' training takes long periods and they sit for a long time during competitions, which increases their risk of obesity and urges them to develop inappropriate eating behaviors. In this study, we aimed to investigate the night-eating syndrome and food addiction in esports players. METHODS This cross-sectional study was conducted with 248 esports players who were members of a university's esports community. The study data were collected using an online questionnaire consisting of the descriptive information form, Night Eating Questionnaire, and Yale Food Addiction Scale. RESULTS The mean age of the sports players participating in the study was 22.19 ± 5.97 years. Of them, 55.6% had a normal body weight, 13.4% were obese, 54.4% played esports for 3 years or more, 13.3% experienced night eating syndrome, and 21.4% experienced food addiction. While the weekly duration of playing esports and skipping meals were associated with night eating syndrome, the weekly duration of playing esports and smoking were associated with food addiction (p < 0.05). Additionally, although there was no statistically significant difference, the risk of food addiction was 2.12 times higher in those with poor perceived sleep quality. CONCLUSION We observed that night eating syndrome was very common in esports players and that these individuals were at risk in terms of food addiction. Since esports has a more sedentary structure than traditional sports, we suggest that esports players should be evaluated in terms of their unhealthy eating behaviors and risk of eating disorders.
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Affiliation(s)
- Sedat Arslan
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey.
| | - Ramazan Mert Atan
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
| | - Nursel Sahin
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
| | - Yasemin Ergul
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
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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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Ketelhut S, Nigg CR. Heartbeats and high scores: esports triggers cardiovascular and autonomic stress response. Front Sports Act Living 2024; 6:1380903. [PMID: 38638448 PMCID: PMC11024241 DOI: 10.3389/fspor.2024.1380903] [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: 02/02/2024] [Accepted: 03/22/2024] [Indexed: 04/20/2024] Open
Abstract
Introduction Gaming is often labeled as sedentary behavior. However, competitive gaming, also known as esports, involves significant cognitive demands and may induce stress. This study aims to investigate whether the psychophysical demands during esports elicit a physiological stress response. Methods Fourteen FIFA 21 and thirteen League of Legends players (23.3 ± 2.8 years) were recruited for the study. Heart rate (HR), root mean square of successive differences between normal heartbeats (RMSSD), peripheral and central blood pressure (BP), pulse wave velocity (PWV), and energy expenditure (EE) were assessed during supine rest, seated rest, and competitive FIFA or League of Legends matches. Results No significant group × condition interactions were observed for any of the outcomes. However, there were significant increases in mean HR (p < 0.001, η p 2 = 0.383), RMSSD (p = 0.019, η p 2 = 0.226), peripheral systolic BP (p < 0.001, η p 2 = 0.588), peripheral diastolic BP (p = 0.005, η p 2 = 0.272), central systolic BP (p = 0.005; η p 2 = 0.369), central diastolic BP (p = 0.016, η p 2 = 0.313), PWV (p = 0.004, η p 2 = 0.333), and EE (p < 0.001, η p 2 = 0.721) during both games compared to the seated rest condition. Conclusion Despite the sedentary nature of esports, the psychophysical demands appear to elicit physiological responses. Interestingly, no significant differences were found between the different game genres.
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Affiliation(s)
- Sascha Ketelhut
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
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Svensson J, Leis O, Trotter MG. Parental support in esports through the lens of the theory of planned behaviour. Front Sports Act Living 2024; 6:1366122. [PMID: 38487256 PMCID: PMC10937376 DOI: 10.3389/fspor.2024.1366122] [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: 01/05/2024] [Accepted: 02/12/2024] [Indexed: 03/17/2024] Open
Abstract
Esports have grown substantially in the last decade and may be an effective way of engaging and exposing the youth, who is not actively participating in traditional sports, to the benefits of sports related performance environments. However, due to negative stereotypes about gamers and concerns about esports, parents might be hesitant to support their children's esports participation and may instead actively discourage it. The purpose of this perspective article was to discuss the determinants of parental support based on the theory of planned behaviour. Parents attitudes seem to be mostly negative and their perceived behavioral control is likely low due to a lack of knowledge about esports. The subjective norms are mixed and seem to be growing progressively more positive. Based on the theory of planned behaviour, parents seem unlikely to support their children's esport participation, however, more research is needed. Recommendations on how to increase the likelihood of parental support are discussed.
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Affiliation(s)
- Joar Svensson
- School of Health and Medical Sciences, Örebro University, Örebro, Sweden
| | - Oliver Leis
- Sport Psychology, Faculty of Sport Science, Leipzig University, Leipzig, Germany
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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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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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Ketelhut S, Bodman A, Ries T, Nigg CR. Challenging the Portrait of the Unhealthy Gamer-The Fitness and Health Status of Esports Players and Their Peers: Comparative Cross-Sectional Study. J Med Internet Res 2023; 25:e45063. [PMID: 37535408 PMCID: PMC10436112 DOI: 10.2196/45063] [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: 12/14/2022] [Revised: 03/24/2023] [Accepted: 04/17/2023] [Indexed: 08/04/2023] Open
Abstract
BACKGROUND Esports players are often referred to as sedentary athletes, as gaming requires prolonged sedentary screen exposure. As sedentary behavior and physical inactivity are major causes of noncommunicable diseases and premature death, esports players may be at an increased risk for health implications. Prior research has established esports players as having higher levels of body fat and lower levels of lean body mass versus age-matched controls, suggesting the need to assess further health and fitness outcomes of this demographic. However, while research interest is undoubtedly increasing, the majority of studies has focused on subjective self-report data and has lacked relevant objective health and fitness measurements. OBJECTIVE This study aimed to assess the health and fitness status of a group of competitive esports players in relation to an age- and sex-matched comparison group. METHODS In total, 51 competitive esports players (mean 23, SD 3 years, 2 female) and 51 nonesports players (mean 24, SD 3 years, 2 female) were enrolled in this cross-sectional laboratory study. The esports players and the nonesports players completed a questionnaire assessing demographic data and self-reported physical activity levels. Furthermore, physical parameters including BMI, waist-to-height ratio, body fat percentage, systolic blood pressure, diastolic blood pressure, pulse wave velocity, maximal grip strength, and maximal oxygen consumption were assessed. RESULTS There were no significant differences in BMI (t100=1.54; P=.13; d=0.30), waist-to-height ratio (t100=1.44; P=.16; d=0.28), body fat percentage (t100=-0.48; P=.63; d=-0.09), systolic blood pressure (t100=-0.06; P=.93; d=-0.01), diastolic blood pressure (t100=0.37; P=.71; d=0.07), pulse wave velocity (t93=-2.08; P=.15; d=-0.43), maximal grip strength (t100=-.08; P=.94; d=-0.02), maximal oxygen consumption (t100=-0.11; P=.92; d=-0.02), and physical activity (PA) levels (t86=2.17; P=.08; d=0.46) between the groups. CONCLUSIONS While the health narrative directed toward esports players has been mainly negative, this laboratory-based study indicated that esports players are not less healthy or fit compared to their peers. However, it seems that esports players are very heterogeneous and seem to span across the whole range of the fitness and health spectrum. Thus, the generalized statements of the esports athlete as an obese and unhealthy individual may need to be reconsidered.
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Affiliation(s)
- Sascha Ketelhut
- Department of Health Sience, Institute of Sport Science, University of Bern, Bern, Switzerland
| | - Alex Bodman
- German Sport University Cologne, Cologne, Germany
| | - Thomas Ries
- Department of Health Sience, Institute of Sport Science, University of Bern, Bern, Switzerland
| | - Claudio R Nigg
- Department of Health Sience, Institute of Sport Science, University of Bern, Bern, Switzerland
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Monteiro Pereira A, Bolling C, Birch P, Figueiredo P, Verhagen E, Brito J. Perspectives of eFootball Players and Staff Members Regarding the Effects of Esports on Health: A Qualitative Study. SPORTS MEDICINE - OPEN 2023; 9:62. [PMID: 37493766 PMCID: PMC10371963 DOI: 10.1186/s40798-023-00617-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Received: 04/06/2023] [Accepted: 07/18/2023] [Indexed: 07/27/2023]
Abstract
BACKGROUND Recently, esports have been argued to impact esports players' health, particularly for those competing at higher levels. Esports are a relatively new phenomenon, and an inside perspective regarding esports players' needs and experiences is essential to promote adequate health support for this population. Thus, in this qualitative study, we explored the perspectives of elite esports players and staff members regarding the effects of esports participation on health. Ten semi-structured interviews were performed with members of the Portuguese FIFA (i.e. FIFA EA Sports®) eFootball National team (i.e. five elite electronic football players, one world-class electronic football player, two national team coaches, and two members of the esports department). Data analysis was undertaken following the principles of thematic analysis. RESULTS We identified four major superordinate themes: health definition (1), factors of esports that impact mental (2) and mental health (3), and strategies to improve esports players' health (4). Esports-related factors such as gaming, competition, and performance were said to impact mental health, while equipment, facilities, and esports-related sitting time affect physical health. To minimise those risks, four main strategies were suggested: optimising and scheduling esports training, improving lifestyle habits with an emphasis on physical health, enhancing facilities and equipment, and improving health support, particularly with a mental health professional. CONCLUSION Esports players and staff members are concerned and aware of esports' mental and physical demands. Understanding what esports players need and perceive about their health, complemented with the view of staff members, and their proposed strategies for health promotion might help define and prioritise healthcare needs, which could help players and the broad esports community.
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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, CIDESD, ISMAI, University of Maia, Maia, Portugal.
| | - Caroline Bolling
- Amsterdam Collaboration on Health and Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - Phil Birch
- Institute of Sport, Nursing and Allied Health, University of Chichester, Chichester, PO19 6PE, UK
| | - Pedro Figueiredo
- Physical Education Department, College of Education, United Arab Emirates University, Al Ain, Abu Dhabi, UAE
- Research Center in Sports Sciences, Health, Sciences and Human Development, CIDESD, Vila Real, Portugal
| | - Evert Verhagen
- Amsterdam Collaboration on Health and Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - João Brito
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal
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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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13
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Goulart JB, Aitken LS, Siddiqui S, Cuevas M, Cardenas J, Beathard KM, Riechman SE. Nutrition, lifestyle, and cognitive performance in esport athletes. Front Nutr 2023; 10:1120303. [PMID: 37275641 PMCID: PMC10233150 DOI: 10.3389/fnut.2023.1120303] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/09/2022] [Accepted: 04/26/2023] [Indexed: 06/07/2023] Open
Abstract
Introduction Electronic sports, termed esports, is a growing athletic activity in which high levels of attention and cognitive performance are required. With its increasing popularity and competitiveness, interest in strategies to improve performance have emerged. Improving esports athlete performance, namely cognitive endurance, and resilience, may lie in nutritional or lifestyle factors. The Nutrition, Vision, and Cognition in Sport Studies (IONSport) investigated nutritional and behavioral factors that can influence cognition via 3-dimensional multiple objects tracking test (3DMOT) via Neurotracker X (NTx) software. The purpose of this study was to characterize the lifestyle of high level esports athletes with detailed nutrition, sleep, and physical activity assessments, and their association to gaming related cognitive performance. Methods 103 male and 16 elite female esports athletes aged 16 to 35 years old completed surveys, food records, and cognitive testing sessions over 10 days. Participants were instructed to maintain their normal dietary and lifestyle habits. Results There were positive significant associations between average NTx scores and the following nutrients: magnesium, phosphorous, potassium, sodium, zinc, selenium, thiamin, niacin, vitamins B6 and B12, folate, cholesterol, saturated, polyunsaturated, and monounsaturated fats, omega-6 and omega-3 fatty acids, and choline. Majority of participants did not meet recommended dietary allowances (RDAs) for these micronutrients nor the recommended intakes for dairy, fruit, and vegetables. There was a significant (p = 0.003) positive (r = 0.272) association between total vegetable intake and average NTx score. There was a significant negative association (p = 0.015) with our final sustain session, which measured cognitive resilience, and the Stanford Sleepiness Scale score. Repeated measures analysis was done with these groups over the 18 core NTx sessions. There were significant (p = 0.018) differences between the two groups with those who consumed the recommended amount of protein or more performing significantly better on NTx over the 18 sessions than those that did not consume enough protein. Those who consumed the recommended intakes for riboflavin, phosphorous, vitamin B12, and selenium performed significantly better over the 18 core NTx sessions than those that did not meet the recommended amounts. Discussion The need for a nutrition intervention that is rich in protein, vitamins, and minerals is warranted in this population.
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Affiliation(s)
- Jenna B. Goulart
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
- Department of Nutrition, Texas A&M University, College Station, TX, United States
| | - Logan S. Aitken
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
| | - Saman Siddiqui
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
| | - Marisa Cuevas
- Department of Nutrition, Texas A&M University, College Station, TX, United States
| | - Jacqueline Cardenas
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
| | - Karen M. Beathard
- Department of Nutrition, Texas A&M University, College Station, TX, United States
| | - Steven E. Riechman
- Department of Kinesiology and Sport Management, Texas A&M University, College Station, TX, United States
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Bubna K, Trotter MG, Watson M, Polman R. Coaching and talent development in esports: a theoretical framework and suggestions for future research. Front Psychol 2023; 14:1191801. [PMID: 37235101 PMCID: PMC10206010 DOI: 10.3389/fpsyg.2023.1191801] [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: 03/22/2023] [Accepted: 04/17/2023] [Indexed: 05/28/2023] Open
Abstract
Esports is a growing phenomenon that is capturing the attention of individuals worldwide, and has grown to provide professional and lucrative careers for those who reach the upper echelons. One question that arises, is how esports athletes develop the necessary skills required to improve and compete. This perspective piece opens the door to skill acquisition within esports and how research through an ecological approach can benefit researchers and practitioners as they understand the various perception-action couplings and decision-making challenges faced by esports athletes. We will identify and discuss what constraints look like in esports, the role of affordances, and theorize the implementation of a constraints-led approach in contrasting esports genres. As esports is technology-heavy in nature and generally sedentary, the use of eye-tracking technology is argued to represent an effective method to better understand perceptual attunement between individuals and teams. Future research into skill acquisition in esports is needed to develop a clearer picture of what makes the greatest esports player so great, and how newer players can be developed effectively.
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Affiliation(s)
- Kabir Bubna
- The International Federation of Esports Coaches (IFoEC), London, United Kingdom
| | | | - Matthew Watson
- The International Federation of Esports Coaches (IFoEC), London, United Kingdom
- Department of Performance Psychology, German Sport University Cologne, Cologne, Germany
| | - Remco Polman
- Institute of Health and Wellbeing, Federation University Australia, Berwick, VIC, Australia
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15
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Soffner M, Bickmann P, Tholl C, Froböse I. Dietary behavior of video game players and esports players in Germany: a cross-sectional study. JOURNAL OF HEALTH, POPULATION, AND NUTRITION 2023; 42:29. [PMID: 37024994 PMCID: PMC10079142 DOI: 10.1186/s41043-023-00373-7] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/21/2022] [Accepted: 03/31/2023] [Indexed: 06/19/2023]
Abstract
BACKGROUND Video gaming and competitive gaming (esports) are gaining more and more recognition in society as well as in research. Increasingly, health-related topics are the focus of research on video game and esports players. Although video gaming is often associated with energy drinks and fast food, no studies have yet examined the players' dietary behavior. Therefore, the aim of this cross-sectional study is to investigate the dietary behavior and additional health-related data of video game players and esports players in Germany. METHODS Between July and October 2020, 817 participants (87.1% male; 24.2 ± 6.9 years), divided into video game players and esports players, were surveyed via an online questionnaire about their dietary, health, and gaming behaviors. Descriptive statistics were performed on all questions. To investigate statistically significant differences between video game players and esports players, the Mann-Whitney-U-Test and Kruskall-Wallis-Test were used. Partial Spearman correlations were used to examine possible associations between dietary behavior, health status, well-being, and video game playing time. RESULTS Water was the primary source of fluid intake for the players (10.9 ± 7.0 l/week). The average weekly consumption of energy drinks was 0.4 ± 0.9 L. Energy drinks (rho = 0.14; p < 0.01) as well as soft drinks (rho = 0.14; p < 0.01) are positively correlated with the video game playing time. Participants ate 7.5 ± 10.4 servings of fast food per month, which has a positive association with video game playing time (rho = 0.13; p < 0.01). In contrast, vegetables (1.7 ± 1.6 servings/day) and fruits (0.9 ± 1.0 servings/day) are eaten almost daily. CONCLUSION In this survey, the dietary behavior of video game players and esports players is similar to that of the German general population. Nevertheless, there is a need for improvement. Especially energy drinks, which are already documented to have adverse health effects, should be limited. In addition, the consumption of fast food and meat should also be reduced, and healthier foods such as fruits and vegetables should be increased instead. Early education and support regarding the associated risks with unhealthy foods is important within the target group.
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Affiliation(s)
- Markus Soffner
- Institute of Movement Therapy and Movement-Oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany.
| | - Peter Bickmann
- Institute of Movement Therapy and Movement-Oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
| | - Chuck Tholl
- Institute of Movement Therapy and Movement-Oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
| | - Ingo Froböse
- Institute of Movement Therapy and Movement-Oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
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16
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Riatti P, Thiel A. The role of the body in electronic sport: a scoping review. GERMAN JOURNAL OF EXERCISE AND SPORT RESEARCH 2023. [DOI: 10.1007/s12662-023-00880-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/28/2023]
Abstract
AbstractThe popularity of competitive computer and videogaming, also known as electronic sport (esport), has been rising rapidly during the past decades. Because of many parallels with traditional sports, like competitiveness, skill requirements, degree of professionalization, or the way it is portrayed in the media, esport has been adopted as part of the sport canon in many countries. Still, critics argue that playing computer games lacks the physicality commonly seen in traditional sports. A significant part of the competition is mediated through digital platforms and the spotlight shifts from the players’ appearance and actions to their digital avatars. This paper takes on this issue by exploring existing evidence about the role of the body in esport via a scoping review approach. According to the findings of 47 studies, the body’s role in esport is akin to that in traditional sport, including specific motoric requirements or biometric responses. Beyond that, the body can be seen as a link between the digital and physical worlds. Players embody digital avatars in the form of esport-specific movements, transfer of norms and ideals, and identification with the in-game characters. Future research can use this review as a basis for scientific approaches to individual phenomena regarding corporeality in esport and inter-corporeality.
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17
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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: 9] [Impact Index Per Article: 4.5] [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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18
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Kulecka M, Fraczek B, Balabas A, Czarnowski P, Zeber-Lubecka N, Zapala B, Baginska K, Glowienka M, Szot M, Skorko M, Kluska A, Piatkowska M, Mikula M, Ostrowski J. Characteristics of the gut microbiome in esports players compared with those in physical education students and professional athletes. Front Nutr 2023; 9:1092846. [PMID: 36726816 PMCID: PMC9884692 DOI: 10.3389/fnut.2022.1092846] [Citation(s) in RCA: 11] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2022] [Accepted: 12/30/2022] [Indexed: 01/18/2023] Open
Abstract
Introduction Esports is a category of competitive video games that, in many aspects, may be similar to traditional sports; however, the gut microbiota composition of players has not been yet studied. Materials and methods Here, we investigated the composition and function of the gut microbiota, as well as short chain fatty acids (SCFAs), and amino acids, in a group of 109 well-characterized Polish male esports players. The results were compared with two reference groups: 25 endurance athletes and 36 healthy students of physical education. DNA and metabolites isolated from fecal samples were analyzed using shotgun metagenomic sequencing and mass spectrometry, respectively. Physical activity and nutritional measures were evaluated by questionnaire. Results Although anthropometric, physical activity and nutritional measures differentiated esports players from students, there were no differences in bacterial diversity, the Bacteroidetes/Firmicutes ratio, the composition of enterotype clusters, metagenome functional content, or SCFA concentrations. However, there were significant differences between esports players and students with respect to nine bacterial species and nine amino acids. By contrast, all of the above-mentioned measures differentiated professional athletes from esports players and students, with 45 bacteria differentiating professional athletes from the former and 31 from the latter. The only species differentiating all three experimental groups was Parabacteroides distasonis, showing the lowest and highest abundance in esports players and athletes, respectively. Conclusion Our study confirms the marked impact of intense exercise training on gut microbial structure and function. Differences in lifestyle and dietary habits between esports players and physical education students appear to not have a major effect on the gut microbiota.
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Affiliation(s)
- Maria Kulecka
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Barbara Fraczek
- Department of Sports Medicine and Human Nutrition, Institute of Biomedical Sciences, University of Physical Education, Krakow, Poland
| | - Aneta Balabas
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Paweł Czarnowski
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
- Department of Biochemistry, Radioimmunology and Experimental Medicine, The Children's Memorial Health Institute, Warsaw, Poland
| | - Natalia Zeber-Lubecka
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Barbara Zapala
- Department of Clinical Biochemistry, Faculty of Medicine, Jagiellonian University Medical College, Krakow, Poland
| | - Katarzyna Baginska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Maria Glowienka
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Monika Szot
- Department of Sports Dietetics, Gdansk University of Physical Education and Sport, Gdansk, Poland
| | - Maciek Skorko
- Institute of Psychology, Polish Academy of Sciences, Warsaw, Poland
| | - Anna Kluska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Magdalena Piatkowska
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Michał Mikula
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
| | - Jerzy Ostrowski
- Department of Gastroenterology, Hepatology and Clinical Oncology, Centre of Postgraduate Medical Education, Warsaw, Poland
- Department of Genetics, Maria Sklodowska-Curie National Research Institute of Oncology, Warsaw, Poland
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19
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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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20
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SEE ZH, ABDUL HAMID MS. Physical activity level, sitting time, and skeletal muscle mass between esports players and non-esports players. GAZZETTA MEDICA ITALIANA ARCHIVIO PER LE SCIENZE MEDICHE 2022. [DOI: 10.23736/s0393-3660.21.04671-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
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21
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Onishi T, Yamasaki M, Hara T, Hirotomi T, Miyazaki R. Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:11683. [PMID: 36141954 PMCID: PMC9517021 DOI: 10.3390/ijerph191811683] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/19/2022] [Revised: 09/08/2022] [Accepted: 09/14/2022] [Indexed: 06/16/2023]
Abstract
In the last few years, esports have become popular among older individuals. Although participation in esports can become a novel activity for older adults, evidence on their effects is limited to young individuals. This study investigated the effects of esports participation on the emotional and physiological states of older adults. Twenty-five older men and women participating in health promotion activities in community centers (75 ± 8 years old) played a two-player racing game (Gran Turismo Sport, Sony) for 8-10 min. Their heart rates (HRs) were measured while the subjects played the games. The blood pressure (BP) and Profile of Mood States (POMS) were measured before and after gaming. The average HR during games (98 ± 17 bpm) was significantly higher than at pre-gaming (76 ± 11 bpm, p < 0.001). The BP before and after the games did not significantly change. Interestingly, the vigor scores (positive mood affect) in POMS increased after the games (p < 0.05) in females, but not in males. In summary, among older individuals, playing esports games showed a moderate increase in HR, no spike/drop of BP, and positive mood elevation. Our preliminary data suggest the feasibility of participating in esports in a community for older adults and that it could affect mood positively, especially among older women.
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Affiliation(s)
- Togo Onishi
- Graduate School of Human and Social Sciences, Shimane University, Matsue 690-8504, Japan
| | - Masayuki Yamasaki
- Faculty of Human Sciences, Shimane University, Matsue 690-8504, Japan
| | - Taketaka Hara
- Faculty of Education, Shimane University, Matsue 690-8504, Japan
| | - Tetsuya Hirotomi
- Interdisciplinary Faculty of Science and Engineering, Shimane University, Matsue 690-8504, Japan
| | - Ryo Miyazaki
- Faculty of Human Sciences, Shimane University, Matsue 690-8504, Japan
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22
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Monteiro Pereira A, Costa JA, Verhagen E, Figueiredo P, Brito J. 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: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [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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Affiliation(s)
- Ana Monteiro Pereira
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal.
- Research Center in Sports Sciences, Health Sciences and Human Development, CIDESD, University of Maia, ISMAI, Maia, Portugal.
| | - Júlio A Costa
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal
| | - Evert Verhagen
- Amsterdam Collaboration on Health and Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - Pedro Figueiredo
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal
- Research Center in Sports Sciences, Health Sciences and Human Development, CIDESD, Vila Real, Portugal
- CIDEFES, Universidade Lusófona, Lisbon, Portugal
| | - João Brito
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal
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23
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Giakoni-Ramírez F, Merellano-Navarro E, Duclos-Bastías D. Professional Esports Players: Motivation and Physical Activity Levels. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:2256. [PMID: 35206445 PMCID: PMC8872150 DOI: 10.3390/ijerph19042256] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 01/08/2022] [Revised: 02/12/2022] [Accepted: 02/14/2022] [Indexed: 12/24/2022]
Abstract
The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this field. The aim of this study was to analyse the relationship between physical activity levels and motivational orientations in an international sample of professional esports players. A cross-sectional and observational study was conducted in European and Latin American countries. The sample was non-probabilistic by convenience, and 260 male professional esports players were recruited. A survey was used that included demographic data, body composition, physical activity (International Physical Activity Questionnaire), and motivation (Sport Motivation Scale). The results show that 92.7% of professional esports players have moderate and high levels of physical activity and that players with low levels of physical activity have positive values in all dimensions of motivation. It is concluded that extrinsic and intrinsic motivation correlates inversely with energy expenditure.
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Affiliation(s)
- Frano Giakoni-Ramírez
- Grupo de Investigación EFISAL, Universidad Autónoma de Chile, Temuco 4810101, Chile;
| | | | - Daniel Duclos-Bastías
- Escuela de Educación Física, Pontificia Universidad Católica de Valparaíso, Valparaíso 2374631, Chile;
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24
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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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25
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Can Nutrients and Dietary Supplements Potentially Improve Cognitive Performance Also in Esports? Healthcare (Basel) 2022; 10:healthcare10020186. [PMID: 35206801 PMCID: PMC8872051 DOI: 10.3390/healthcare10020186] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2021] [Revised: 01/11/2022] [Accepted: 01/14/2022] [Indexed: 12/13/2022] Open
Abstract
Factors influencing brain function and cognitive performance can be critical to athletic performance of esports athletes. This review aims to discuss the potential beneficial effects of micronutrients, i.e., vitamins, minerals and biologically active substances on cognitive functions of e-athletes. Minerals (iodine, zinc, iron, magnesium) and vitamins (B vitamins, vitamins E, D, and C) are significant factors that positively influence cognitive functions. Prevention of deficiencies of the listed ingredients and regular examinations can support cognitive processes. The beneficial effects of caffeine, creatine, and probiotics have been documented so far. There are many plant products, herbal extracts, or phytonutrients that have been shown to affect precognitive activity, but more research is needed. Beetroot juice and nootropics can also be essential nutrients for cognitive performance. For the sake of players’ eyesight, it would be useful to use lutein, which, in addition to improving vision and protecting against eye diseases, can also affect cognitive functions. In supporting the physical and mental abilities of e-athletes the base is a well-balanced diet with adequate hydration. There is a lack of sufficient evidence that has investigated the relationship between dietary effects and improved performance in esports. Therefore, there is a need for randomized controlled trials involving esports players.
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26
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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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27
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Trotter MG, Coulter TJ, Davis PA, Poulus DR, Polman R. Social Support, Self-Regulation, and Psychological Skill Use in E-Athletes. Front Psychol 2021; 12:722030. [PMID: 34858261 PMCID: PMC8632024 DOI: 10.3389/fpsyg.2021.722030] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/08/2021] [Accepted: 10/06/2021] [Indexed: 11/13/2022] Open
Abstract
The aims of the present study were twofold. First, to investigate self-reported social support, self-regulation, and psychological skill use in esports athletes (e-athletes) compared to traditional athletes. Second, to determine if self-reported social support, self-regulation, and psychological skill use influenced e-athlete in-game rank. An online survey was used to collect data from an international sample of e-athletes (n = 1,444). The e-athletes reported less social support, self-regulation, and psychological skill use than reported by traditional athletes in previous studies. E-athletes with higher scores in social support, self-regulation, and psychological skill use was associated with higher in-game rank. The lack of an organisational structure in esports may be a contributing factor as to why e-athletes score lower than traditional athletes on social support, self-regulation, and psychological skill use. Future research is warranted to explore the development of esports programs aiming to promote athletes' social support, self-regulation, and use of psychological skills to enhance in-game performance and well-being.
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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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28
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The societal impact of electronic sport: a scoping review. GERMAN JOURNAL OF EXERCISE AND SPORT RESEARCH 2021. [PMCID: PMC8622113 DOI: 10.1007/s12662-021-00784-w] [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] [Indexed: 11/02/2022]
Abstract
AbstractCompetitive computer gaming, known as electronic sport or esport, is growing and professionalizing profoundly during the past years with experts struggling to allocate it in society. This scoping review explores existing evidence and identifies potential societal impact of esport by applying the Mapping Elite Sports Societal Impact Model. Main findings included insights on the motivation of passive and active esport consumption, beneficial socializing, pedagogical or educational aspects, hegemonial clinical pictures in esport, differing popularity regarding demographics and games, and potential interference of the esport economy in traditional sports. The findings implicate a paradigm shift in the world of sport. It can be stated that esport affects society in a positive and a negative way, although the fragmented body of research has only given superficial evidence so far. Future research needs to go into detail regarding the peculiarities and find approaches of isolating the positive aspects, while reducing the negative spin-offs and allow a well-regulated handling of esport on a broad societal level.
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Ketelhut S, Martin-Niedecken AL, Zimmermann P, Nigg CR. Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon. Front Sports Act Living 2021; 3:693700. [PMID: 34604743 PMCID: PMC8481377 DOI: 10.3389/fspor.2021.693700] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2021] [Accepted: 08/23/2021] [Indexed: 12/29/2022] Open
Abstract
Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and positively influence it. Esports has an enormous potential for physical activity and health-promoting efforts, provides a context for broadly disseminating interventions, and offers new ways of gaining access to an often-neglected population. This paper presents: the potential of the esports phenomenon to promote physical activity, health, and well-being in gamers and esports players; the strategic and preventive solutions to ameliorate esports possible adverse health impacts; and the utilization of esports technology (streams, media platforms, exergames, etc.) as an innovative health promotion tool, especially reaching gamers and esports players with attractive and interactive interventions. This is to encourage systematic scientific research so that evidence-based guidelines and intervention strategies involving regular physical activity, healthy diet, and sleep hygiene for esports will be developed. The goal is to promote public health approaches that move toward a better integration of esports and gaming.
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Affiliation(s)
- Sascha Ketelhut
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
| | | | - Patrick Zimmermann
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
| | - Claudio R. Nigg
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
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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: 0.8] [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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McGee C, Ho K. Tendinopathies in Video Gaming and Esports. Front Sports Act Living 2021; 3:689371. [PMID: 34124663 PMCID: PMC8195326 DOI: 10.3389/fspor.2021.689371] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2021] [Accepted: 04/29/2021] [Indexed: 02/01/2023] Open
Affiliation(s)
| | - Kevin Ho
- School of Health Sciences, The University of Sydney, Darlington, NSW, Australia
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Pereira AM, Verhagen E, Figueiredo P, Seabra A, Martins A, Brito J. Physical Activity Levels of Adult Virtual Football Players. Front Psychol 2021; 12:596434. [PMID: 33868076 PMCID: PMC8044777 DOI: 10.3389/fpsyg.2021.596434] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/19/2020] [Accepted: 03/05/2021] [Indexed: 12/02/2022] Open
Abstract
Esports, including virtual football, are a worldwide phenomenon. Yet, little is known about the physical activity levels of individuals engaged in virtual football game play. Therefore, we aimed to perform a preliminary evaluation of the levels of physical activity, sedentarism, and habits of physical training of adults engaged with virtual football in Portugal. This was a cross-sectional investigation based on a structured online survey using the International Physical Activity Questionnaire (IPAQ) and a set of questions regarding habits of physical training. The participants (n = 433) reported spending a median of 5,625 MET-min⋅week−1 being physically active. Still, the participants spent 320 min/day sitting, and 150 min/day practicing virtual football. According to the IPAQ scores, high physical activity levels were reported by 84.5% of the participants, and 87.1% were considered physically active considering the WHO guidelines on physical activity and sedentary behavior. Overall, 60.0% of the participants reported planning their own physical training. Maintaining or improving overall physical health was one of the main reasons for doing physical training (66.7%), with only 6.1% responding being active to improve virtual football performance. Overall, the results showed that virtual football players accomplished the standard recommendations for physical activity, with high levels of physical activity, and encompassing regular physical training focused mostly on health promotion, rather than improved virtual football performance.
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Affiliation(s)
- Ana M Pereira
- Portugal Football School, Portuguese Football Federation, FPF, Cruz Quebrada, Portugal.,Research Center in Sports Sciences, Health Sciences and Human Development (CIDESD), University Institute of Maia, ISMAI, Maia, Portugal
| | - Evert Verhagen
- Amsterdam Collaboration for Health and Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam (UMC), University Medical Centers - Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Pedro Figueiredo
- Portugal Football School, Portuguese Football Federation, FPF, Cruz Quebrada, Portugal.,Research Center in Sports Sciences, Health Sciences and Human Development (CIDESD), University Institute of Maia, ISMAI, Maia, Portugal
| | - André Seabra
- Portugal Football School, Portuguese Football Federation, FPF, Cruz Quebrada, Portugal.,Research Centre in Physical Activity, Health and Leisure, Faculty of Sport, University of Porto, Porto, Portugal
| | - António Martins
- Public Health Unit of Alto Ave, North Regional Health Administration, Porto, Portugal
| | - João Brito
- Portugal Football School, Portuguese Football Federation, FPF, Cruz Quebrada, Portugal
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