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1.
Front Sports Act Living ; 6: 1444385, 2024.
Article in English | MEDLINE | ID: mdl-39092315

ABSTRACT

The sport of triathlon has evolved to become a discipline comprising races of different lengths and formats. It has also undergone significant growth in popularity and exposure with several variations in format from the classic swim - bike - run combination attracting significant television and media coverage. Since 2021 an original and unique format called the Arena Games Triathlon (or in 2024 the E-Games) has evolved that involves athletes competing against each other in swimming, cycling and running combining both the real and virtual worlds in one race. This model of endurance sport is currently unique, provides instantaneous data on performance and has the potential to be a tool for performance prediction, talent selection and sport development. The goal of this perspective paper is to provide context around the emergence of the Arena Games Triathlon series, describe the format of this type of racing, outline how it has the potential to drive training and evaluation of triathletes and discuss the attractiveness of its future inclusion as an Olympic discipline.

2.
Front Sports Act Living ; 6: 1437700, 2024.
Article in English | MEDLINE | ID: mdl-39055173

ABSTRACT

Caffeine is recognized as one of the most effective dietary ergogenic aids in sports, yet its evidence-based effectiveness in esports is unclear. This study investigated the effects of two different doses of caffeine on the shooting performance and reaction time of 24 first-person shooter (FPS) esports players (22 men, 2 women; age = 22.29 ± 2.91 years). Participants completed three experimental trials in which they consumed either a water control (CON), a 1 mg·kg-1 BM (CAF1) or a 3 mg·kg-1 BM (CAF3) dose of caffeine. Performance measures (e.g., score, accuracy (%), hit rate (hits/sec), and shots fired) were assessed in a static clicking and reactive tracking style task on the KovaaK's FPS aim trainer. Reaction time was used to assess vigilance on the psychomotor vigilance test (PVT). Performance was measured at four time points in each trial: pre-treatment (PRE), 60 min (POST1), 80 min (POST2), and 100 min (POST3) post-treatment. Significant differences were identified using repeated-measures analysis of variances. Caffeine, irrespective of dose, significantly improved performance compared to CON for static clicking score and hit rate, reactive tracking accuracy, and reaction time on the PVT. Significant interactions between treatment and time were identified and post hoc analyses showed that compared to CON, CAF1 significantly improved static clicking score at POST1 and POST3, static clicking hit rate at POST1, reactive tracking accuracy at POST1, POST2, and POST3, and reaction time on the PVT at POST1 and POST2. Post hoc analysis also showed that compared to CON, CAF3 significantly improved static clicking score, reactive tracking accuracy, and reaction time on the PVT at all time points, in addition to static clicking hit rate at POST1 and POST3. In summary, caffeine supplementation enhances the shooting performance and reaction time of FPS esports players.

3.
Front Psychol ; 15: 1409368, 2024.
Article in English | MEDLINE | ID: mdl-39040959

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.

4.
Wiad Lek ; 77(5): 998-1003, 2024.
Article in English | MEDLINE | ID: mdl-39008589

ABSTRACT

OBJECTIVE: Aim: To study the dynamic muscular endurance of hand movement according to the tapping test in connection with the manifestations of cognitive qualities of cyber-athletes and students involved in computer games as a hobby. PATIENTS AND METHODS: Materials and Methods: Dynamic muscular endurance of the right and left hands of the examined subjects was studied (using the tapping test method), as well as the reaction to a moving object using the diagnostic complex "Diagnost-1". Correction tables (Landolt rings) were used to study voluntary attention. 45 students of the National University of Ukraine on Physical Education and Sport of both sexes, aged 17-26, took part in the study, among whom 10 are cyber-athletes (sports experience of 1-10 years), 15 amateurs (involved in computer games as a hobby) and 20 students who do not play computer games (control group). RESULTS: Results: In cyber-athletes and students involved in computer games, the dynamic muscular endurance of the movement of the hand of the subdominant hand was greater than in students who did not engage in computer games. A higher level of dynamic muscular endurance for the subdominant hand and less functional asymmetry according to the tapping test scores in cyber-athletes were associated with a more successful performance of the attention test. CONCLUSION: Conclusions: A higher level of dynamic muscular endurance for the subdominant arm and a smaller functional asymmetry according to the tapping test indicators in e-athletes can be considered as an indicator of functional readiness.


Subject(s)
Athletes , Physical Endurance , Humans , Female , Male , Adult , Young Adult , Physical Endurance/physiology , Athletes/psychology , Video Games , Adolescent , Ukraine , Students/psychology , Hand/physiology
5.
Sci Rep ; 14(1): 13858, 2024 06 15.
Article in English | MEDLINE | ID: mdl-38879690

ABSTRACT

This study seeks to examine the multifaceted influences of diverse motivational factors on the live streaming engagement of e-sports fans based on self-determination theory. While previous research has focused on the offline participation in e-sports events, the shift towards live streaming engagement has created a new and underexplored area: the motivations for live streaming viewing among e-sports fans. Consequently, this research develops an e-sports Live Streaming Viewing Motivation Scale for evaluating both intrinsic and extrinsic motivations underlying e-sports fans' live streaming engagement, and then utilises SPSS 26.0 and AMOS 26.0 to assess the reliability and validity of the scale. Subsequently, multiple linear regression analysis of 1052 questionnaires is employed to construct models and evaluate hypotheses. Findings indicate that : (1) Intrinsic motivation exhibits significant impact on the live viewing behaviour of e-sports fans. (2) However, the impact of extrinsic motivation is insignificant. (3) When both intrinsic and extrinsic motivations coexist, intrinsic motivation maintains a positive impact, whereas extrinsic motivation demonstrates a negative influence. (4) The motivational influence is multifaceted; notably, dimensions such as idol worship, leisure entertainment, and competitive stimulation positively affect live viewing motivation, while belonging identification, social engagement, and peripheral activities exert a negative impact. In conclusion, intrinsic motivation emerges as the primary driving force behind e-sports fans' live streaming viewing behaviour. Extrinsic motivation fails to independently influence live streaming engagement and even dampens enthusiasm when combined with intrinsic motivation. Theoretically, this study contributes to the existing literature on Self-determination theory and motivations behind e-sports live streaming viewing behaviour. It not only refines the motivation scale, but also elucidates the impact of various motivations on viewing behaviour. Practically, it provides insights for optimising e-sports products and services.


Subject(s)
Motivation , Personal Autonomy , Sports , Humans , Male , Female , Adult , Surveys and Questionnaires , Sports/psychology , Young Adult , Adolescent , Leisure Activities/psychology
6.
Healthcare (Basel) ; 12(11)2024 May 31.
Article in English | MEDLINE | ID: mdl-38891202

ABSTRACT

Research on the stress and burnout experienced by athletes in the esports field remains limited, necessitating an approach that considers the unique environment and circumstances of esports athletes. This study aims to explore the conceptualization of burnout experiences among professional esports athletes. The participants included 88 athletes from the League of Legends Championship Korea (LCK). Among these, in-depth interviews were conducted with 7 athletes who had experience in international tournaments (the World Championship), while an open-ended survey was completed by 81 athletes. Data collected through in-depth interviews and an open-ended survey were digitized and utilized for analysis. Through critical review by another author and inductive categorization, the conceptual components of esports athletes' burnout were derived. Through the analysis of 251 raw datum, it was conceptualized into five conceptual factors: performance, overtraining, interpersonal relationships, physical and psychological exhaustion, and career and motivation. The results of this study confirm that esports athletes, like athletes in other conventional sports, experience burnout during their careers, highlighting issues in their unique environment, particularly in aspects of interpersonal relationships and training and rest conditions. This research can serve as a foundational resource for effective athletes' psychological health management in the esports field and underscores the need for further research on burnout among esports athletes.

7.
Vision (Basel) ; 8(2)2024 Apr 29.
Article in English | MEDLINE | ID: mdl-38804348

ABSTRACT

Simulated (sim) racing is an emerging esport that has garnered much interest in recent years and has been a relatively under-researched field in terms of expertise and performance. When examining expertise, visual attention has been of particular interest to researchers, with eye tracking technology commonly used to assess visual attention. In this study, we examined the overt visual attention allocation of high- and low-skilled sim racers during a time trial task using Tobii 3 glasses. In the study, 104 participants were tested on one occasion, with 88 included in the analysis after exclusions. Participants were allocated to either group according to their fastest lap times. Independent t-tests were carried out with sidak corrections to test our hypotheses. Our results indicate that when eye tracking metrics were normalised to the lap time and corner sector time, there was a difference in the relative length of overt attention allocation (fixation behaviour) as lower-skilled racers had significantly greater total fixation durations in laps overall and across corner sectors when normalised (p = 0.013; p = 0.018). Interestingly, high- and low-skilled sim racers differed in where they allocated their attention during the task, with high-skilled sim racers allocating significantly less overt attention to the track relative to other areas of the display (p = 0.003). This would allow for higher-skilled racers to obtain relatively more information from heads-up display elements in-game, all whilst driving at faster speeds. This study provides evidence that high-skilled sim racers appear to need significantly less overt attention throughout a fast lap, and that high- and low-skilled sim racers differ in where they allocate their attention while racing.

8.
Front Psychol ; 15: 1385242, 2024.
Article in English | MEDLINE | ID: mdl-38737959

ABSTRACT

Introduction: In video gaming, tilt is thought to relate to poor emotional control and game performance. Despite widespread recognition of tilt in video gaming, there is a lack of research examining tilt empirically. Methods: One thousand and seven gamers took part in our online study examining gamers experience of tilt, the factors which contribute to and protect against tilt, and the emotion regulation strategies gamers employ to deal with tilt. Results: Gamers who reported playing for more competitive reasons, were at higher risk of experiencing tilt. Additional factors associated with an increased risk of experiencing tilt were increased anger and more hours spent playing. Protective factors against experiencing tilt were also identified, inclusive of a greater number of years gaming experience and engagement in adaptive emotion regulation strategies. Discussion: This study provides an important starting point for creating a better understanding of tilt in gaming, equipping us with new knowledge to better support gamers to improve their emotion regulation during game play performance.

9.
Front Psychol ; 15: 1294838, 2024.
Article in English | MEDLINE | ID: mdl-38751762

ABSTRACT

Introduction: Previous studies have associated creativity to one's social networks. This study builds on this framework and examines the premise that one's social fabric is a catalyst for creativity, specifically probing the dynamics between online social connections and creative expressions in the realm of Esports. Therefore, this research paper examined a correlation between people's creativity and their Effective Network Size (non-redundant ties) on Twitter, to see if potentially non-redundant information is related to creativity. Methods: Creativity score was defined as the propensity of a participant to utilize specific terms relating to Esports in its emerging stages, prior to its peak popularity as evidenced by Google Trends. Effective Network Size was analyzed based on the social ties of participants on Twitter (N = 50,000). Results: The findings indicate that the higher the Effective Network Size score, the higher the creativity score. Furthermore, geographically dispersed social networks moderated the relationship between Effective Network Size and creativity. For people with more dispersed social networks, ENS was more constructive for creativity. Discussion: These findings are discussed in the broader context of the relevancy of online social networking sites for creativity.

10.
Front Sports Act Living ; 6: 1346984, 2024.
Article in English | MEDLINE | ID: mdl-38689872

ABSTRACT

Esports is a rapidly growing industry and related information garners the attention of audiences both inside and outside the arena. The electronic competition system has become more structured over time and there are now standard off-seasons, which coincide tightly with an intensive period of player transfers. However, at the same time, the off-season has few events to cover and transfer information is highly confidential, so any insights regarding possible transfers are of deep interest to audiences. As a result, unofficial esports insiders often leak transfer information. To explore this phenomenon in greater depth, the methodology used in this study was based on the content analysis of information relating to 10-years in the life of the esport Counter-Strike: Global Offensive (CS:GO). Data was collected from the Perfect World Esports APP and the HLTV websites to analyze the informants and the development of transfer information and its influence. It was found that, during the off-season, insider transfer revelations became the primary focus of content in the esports media sector. As the number of viewers participating in discussions about potential transfers has grown, esports tipsters have discovered a new career path within the industry. A comprehensive assessment of the audience and professional practitioners reveals the essential qualities that esports insiders should possess to excel in this field and for their careers to develop.

11.
Sports Med Open ; 10(1): 44, 2024 Apr 17.
Article in English | MEDLINE | ID: mdl-38630170

ABSTRACT

BACKGROUND: Research into esports suggests that e'athletes experience physiological stressors and demands during competition and training. The physiological demands of esports are poorly understood and need to be investigated further to inform future training guidelines, optimise performance outcomes, and manage e'athlete wellbeing. This research aimed to quantify the metabolic rate of esports gameplay and compare this outcome with heart rate variability within expert e'athletes. RESULTS: Thirteen healthy male participants ranked within the top 10% of their respective esports title participated in the study (age = 20.7 ± 2.69 years; BMI = 24.6 ± 5.89 kg·m- 2). Expired gas analysis indirect calorimetry measured gas exchange during rest and gaming. Compared to resting conditions, competitive esports gameplay significantly increased median energy expenditure (1.28 (IQR 1.16-1.49) kcal·min- 1 vs. 1.45 (IQR 1.20-1.77) kcal·min- 1, p = .02), oxygen consumption (0.27 (IQR 0.24-0.30) L·min- 1 vs. 0.29 (IQR 0.24-0.35) L·min- 1, p = .02) and carbon dioxide production (0.20 (IQR 0.19-0.27) L·min- 1vs. 0.27 (IQR 0.24-0.33) L·min- 1, p = .01). Competitive gameplay also resulted in a significant increase in heart rate (84.5 (IQR 74.1-96.1) bpm vs. 87.1 (IQR 80.3-104) bpm, p = .01) and decrease in R-R interval's (710 (IQR 624-810) ms vs. 689 (IQR 579-747) ms, p = .02) when compared to rest. However, there were no significant differences in time or frequency measures of heart rate variability. CONCLUSIONS: The data reveal increased physiological responses to metabolic rate, energy expenditure and cardiovascular function to esports game play within expert e'athletes. Further physiological research into the physical demands on e'athletes, the influence of different training programs to esport performance, and the added multivariate determinants to elite level esport performance are warranted.

12.
Front Sports Act Living ; 6: 1380903, 2024.
Article in English | MEDLINE | ID: mdl-38638448

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, ηp2 = 0.383), RMSSD (p = 0.019, ηp2 = 0.226), peripheral systolic BP (p < 0.001, ηp2 = 0.588), peripheral diastolic BP (p = 0.005, ηp2 = 0.272), central systolic BP (p = 0.005; ηp2 = 0.369), central diastolic BP (p = 0.016, ηp2 = 0.313), PWV (p = 0.004, ηp2 = 0.333), and EE (p < 0.001, ηp2 = 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.

13.
Behav Sci (Basel) ; 14(4)2024 Apr 11.
Article in English | MEDLINE | ID: mdl-38667109

ABSTRACT

This study analyzed how the behavioral patterns of esports and authentic sports viewers differ, adopting user and gratification theory and media transportation theory. In particular, it was investigated whether there was a difference in behavioral patterns according to the experience of playing the sport even among authentic sports viewers. As a result of analyzing the relationship between viewers' motivation and media transportation outcomes through structural equation modeling and multigroup structural equation modeling, it was observed that cognitive motivation was more important for esports viewers than for authentic sports viewers. A second analysis of comparisons among fans of authentic sports showed that viewers with sports experience had greater cognitive needs. This result shows that there is a difference between the viewer behaviors of esports and traditional sports, but it is concluded that the presence or absence of sports participation experience rather than content is the factor that separates the difference.

14.
Front Sports Act Living ; 6: 1330755, 2024.
Article in English | MEDLINE | ID: mdl-38532852

ABSTRACT

Aims: This study aims to explore community perspectives on enhancer usage in competitive gaming and esports, focusing on the perception of fairness and concerns about various potential performance enhancers. Methods: We conducted both qualitative and quantitative surveys to understand the competitive gaming community's opinions on different types of performance enhancers and their potential impact on esports. A thematic analysis was performed to identify key themes in how players rationalize their opinions. Conclusions: The gaming community differentiates between potential performance enhancers based on how problematic they are for the esports scene, with the most concern surrounding hard drugs, pharmaceuticals, and brain stimulation interventions. Participants who are more invested in competitive gaming tend to be more sceptical of enhancers and express greater concerns. Four themes were identified in the thematic analysis: (1) risk, (2) morality, (3) enhancer effects, and (4) regulation. To increase acceptance and perceived legitimacy in decision-making, it is recommended that regulators engage a variety of stakeholders in transparent decision-making processes when forming tournament rules and regulations. This will help address the fragmented regulatory landscape and prevent potential differences in the perception of tournament winners based on the governing body supervising the competition.

15.
Eur J Nutr ; 2024 Mar 23.
Article in English | MEDLINE | ID: mdl-38520524

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.

16.
Front Neurosci ; 18: 1308370, 2024.
Article in English | MEDLINE | ID: mdl-38476869

ABSTRACT

Introduction: Electronic Sports (eSports) is a popular and still emerging sport. Multiplayer Online Battle Arena (MOBA) and First/Third Person Shooting Games (FPS/TPS) require excellent visual attention abilities. Visual attention involves specific frontal and parietal areas, and is associated with alpha coherence. Transcranial alternating current stimulation (tACS) is a principally suitable tool to improve cognitive functions by modulation of regional oscillatory cortical networks that alters regional and larger network connectivity. Methods: In this single-blinded crossover study, 27 healthy college students were recruited and exposed to 10 Hz tACS of the right frontoparietal network. Subjects conducted a Visual Spatial Attention Distraction task in three phases: T0 (pre-stimulation), T1 (during stimulation), T2 (after-stimulation), and an eSports performance task which contained three games ("Exact Aiming," "Flick Aiming," "Press Reaction") before and after stimulation. Results: The results showed performance improvements in the "Exact Aiming" task and hint for a prevention of reaction time performance decline in the "Press Reaction" task in the real, as compared to the sham stimulation group. We also found a significant decrease of reaction time in the visual spatial attention distraction task at T1 compared to T0 in the real, but not sham intervention group. However, accuracy and inverse efficiency scores (IES) did not differ between intervention groups in this task. Discussion: These results suggest that 10 Hz tACS over the right frontal and parietal cortex might improve eSports-related skill performance in specific tasks, and also improve visual attention in healthy students during stimulation. This tACS protocol is a potential tool to modulate neurocognitive performance involving tracking targets, and might be a foundation for the development of a new concept to enhance eSports performance. This will require however proof in real life scenarios, as well optimization.

17.
Front Sports Act Living ; 6: 1309991, 2024.
Article in English | MEDLINE | ID: mdl-38469227

ABSTRACT

Esports research lacks game-based metrics platforms appropriate for adequately capturing esports performance. The aim of this pilot study was to assess the reliability of the KovaaK's first-person shooter (FPS) aim trainer as a metrics platform for assessing shooting proficiency in esports players. Ten FPS esports players completed two identical experimental trials (T) separated by three to five days. Each trial included four rounds (R) of testing, evaluating four shooting tasks: Micro Flicking, Macro Flicking, Strafe Tracking, and Wall Peeking. Reliability of performance outcomes (e.g., accuracy, headshot accuracy, hits per second, and total shots hit) were assessed using the intraclass correlation coefficient (ICC) and their 95% confidence intervals (CI), and significant differences were identified using repeated-measures analysis of variance (RM-ANOVA). Results indicated excellent, or good to excellent reliability for all outcome variables with the ICC estimates ranging between 0.947-0.995, with lower and upper bound 95% CIs ranging between 0.876-0.988, and 0.984-0.999, respectively. Significant improvements were seen between experimental trials in the Macro Flicking task for accuracy (p = .005) and hits per second (p = .009) only. Significant interactions between trial and round were identified in the Micro Flicking task for accuracy (p = .006), with post hoc analysis showing accuracy was significantly higher in T1R1 compared to T2R1 (87.74 ± 3.13 vs. 85.99 ± 3.05, respectively, p = .02), and in T2R4 compared to T2R2 (87.99 ± 2.89 vs. 84.70 ± 4.25, respectively, p = .049). Significant interactions were also identified in the Strafe Tracking task for headshot accuracy (p = .002), with post hoc analysis showing headshot accuracy was significantly higher in T1R2 compared to T2R2 (78.48 ± 8.15 vs. 76.79 ± 12.16, respectively, p = .003), and in T1R2 compared to T1R1 (78.48 ± 8.15 vs. 73.68 ± 17.94, respectively, p = .023). In summary, this study demonstrates that KovaaK's provides a reliable metrics platform for assessing shooting proficiency in esports, however, some variability in performance was observed.

18.
Sci Rep ; 14(1): 6557, 2024 03 19.
Article in English | MEDLINE | ID: mdl-38503756

ABSTRACT

The relationship between Gaming Disorder (GD) and the experience of functional impairments has received considerable theoretical attention in the recent past and current diagnostic approaches underscore the centrality of functional impairments as a requirement for GD diagnosis. However, there is limited empirical evidence illuminating the interplay between GD and functional impairments, particularly among specific vulnerable groups. The present study seeks to bridge this gap by investigating an English-speaking sample (N = 5198) comprising an age- and gender-matched group of Professional Gamers (PG, n = 2599) and Non-Professional Gamers (NPG, n = 2599) sub-sampled from a larger sample of 192,260 individuals. The results revealed that PG were at a greater risk for GD compared to NPG as the prevalence rate of GD among PG (3.31%) was significantly higher and almost doubled that of NPG (1.73%), with PG further exhibiting higher overall GD symptom-load and weekly time spent gaming compared to NPG. Furthermore, PG reported experiencing significantly higher frequency of gaming-related functional impairments compared to NPG, with the in particular affected areas for both PG and NPG being 'school and/or work', 'physical health', and 'family', with other key differences emerging in relation to other outcomes. Overall, the present findings show that not only GD symptom-load but also some functional impairment is higher in PG compared to NPG which highlights the need to develop and support prevention and intervention strategies for this at-risk population.


Subject(s)
Behavior, Addictive , Disruptive, Impulse Control, and Conduct Disorders , Video Games , Humans , Schools , Behavior, Addictive/epidemiology
19.
Front Sports Act Living ; 6: 1366122, 2024.
Article in English | MEDLINE | ID: mdl-38487256

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.

20.
Neurosci Lett ; 825: 137685, 2024 Mar 10.
Article in English | MEDLINE | ID: mdl-38367797

ABSTRACT

First-person shooting (FPS) games are among the most famous video games worldwide. However, cortical activities in environments related to real FPS games have not been studied. This study aimed to determine differences in cortical activity between low- and high-skilled FPS game players using 160-channel electroencephalography. Nine high-skilled FPS game players (official ranks: above the top 10%) and eight low-skilled FPS game players (official ranks: lower than the top 20%) were recruited for the experiment. The task was set for five different conditions using the AimLab program, which was used for the FPS game players' training. Additionally, we recorded the brain activity in the resting condition before and after the task, in which the participants closed their eyes and relaxed. The reaction time and accuracy (the number of hit-and-miss targets) were calculated to evaluate the task performance. The results showed that high-skilled FPS game players have fast reaction times and high accuracy during tasks. High-skilled FPS game players had higher cortical activity in the frontal cortex than low-skilled FPS game players during each task. In low-skilled players, cortical activity level and performance level were associated. These results suggest that high cortical activity levels were critical to achieving high performance in FPS games.


Subject(s)
Video Games , Humans , Frontal Lobe , Rest , Spectrum Analysis , Electroencephalography
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