E-Sport – echter Sport mit echten Verletzungen? Jasina, Andrzej; Schlesiger, Ludwig; Oronowicz, Jakub
Sportorthopädie-Sporttraumatologie,
June 2024, 2024-06-00, Volume:
40, Issue:
2
Journal Article
Peer reviewed
Open access
Die Verbreitung von Videospielen hat e-Sport zu einem integralen Bestandteil des heutigen Sports gemacht und dazu geführt, dass e-Sport vom Internationalen Olympischen Komitee als Sportdisziplin ...anerkannt wurde. Im Gegensatz zu konventionellen Sportarten zeigt die aktuelle Forschung vorwiegend negative Auswirkungen von e-Sport auf die Gesundheit. Jedoch sind die genauen Auswirkungen von e-Sport auf Sportler:innen noch weitestgehend unbekannt. Insbesondere längeres sitzendes Verhalten gilt als Risikofaktor für zahlreiche Erkrankungen. Während das gesellschaftliche Interesse an e-Sport weiter zunimmt, beginnt die akademische Forschung zu diesem Thema gerade erst.
Es wurde eine systematische Recherche in zugänglichen medizinischen Datenbanken (Pubmed, Embase, Google Scholar) durchgeführt, um themenbezogene und frei zugängliche Artikel zu identifizieren. Nur englisch- und deutschsprachige Quellen mit frei zugänglichem Volltext wurden für die weitere Bearbeitung berücksichtigt. Für die Zwecke dieses Artikels wurde e-Athlet:in als eine Person definiert, die regelmäßig und intensiv e-Sport mit der Absicht betreibt, an einem Wettkampf teilzunehmen.
Die Inzidenz von muskuloskelettalen Verletzungen im Zusammenhang mit e-Sport wird mit 15-27 % angegeben. Die sitzende Tätigkeit ist der größte Risikofaktor für Verletzungen des Bewegungsapparates. Chronische Entzündungen und Degeneration von Sehnen, Nervenkompressionssyndrome am Handgelenk und Rückenschmerzen sind die häufigsten Arten von Verletzungen. Es wurden ungünstige Schlafgewohnheiten von e-Sportler:innen mit möglicher Neigung zu depressiven Episoden und ein erhöhtes Stressniveau mit erhöhten Cortisolwerten beschrieben. Auch der Missbrauch von Substanzen wie Energydrinks und Koffein sollte erwähnt werden. Dennoch wurden auch positive neurokognitive Auswirkungen von e-Sport beschrieben.
Der Mangel an wissenschaftlicher Aufmerksamkeit, der ungünstige Lebensstil und die ungünstige Art der Sportausübung stellen eine Herausforderung für die Prävention potenzieller Verletzungen und Erkrankungen im e-Sport dar. Dennoch gibt es vielversprechende Strategien, die unter Berücksichtigung der spezifischen neurokognitiven, kardiovaskulären oder muskuloskelettalen Aspekte sinnvoll angewendet werden könnten. Die zunehmende Popularität des e-Sports wird neue Patient:innen mit neuen Herausforderungen in unsere sportorthopädischen Sprechstunden oder Physiotherapiepraxen bringen. Dafür sollen Angehörige der Sportmedizin sensibilisiert werden.
Background: The popularity of video gaming has made e-sports an integral part of today's sport and has led to e-sports being recognized as a sporting discipline by the International Olympic Committee. In contrast to conventional sports, current research shows predominantly negative effects of e-sports on health. However, the exact effects of e-sports on athletes are still largely unknown. In particular, prolonged sedentary behavior is considered a risk factor for numerous diseases. While public interest in e-sports continues to grow, academic research on this topic is only just beginning.
A systematic search was conducted in available medical databases (Pubmed, Embase, Google Scholar) to identify topic-related and freely accessible articles. Only English- and German-language sources with freely accessible full text were considered for further processing. For the purposes of this article, e-Athlete was defined as a person who regularly and intensively participates in e-sports with the intention of taking part in a competition.
The incidence of musculoskeletal injuries associated with e-sports is reported to be 15-27%. Sedentary behavior is the biggest risk factor for musculoskeletal injuries. Chronic inflammation and degeneration of tendons, wrist nerve compression syndromes and back pain are the most common types of injury. Unfavorable sleeping habits of e-athletes with a possible tendency to depressive episodes and increased stress levels with elevated cortisol levels have been described. The abuse of substances such as energy drinks and caffeine should also be mentioned. Nevertheless, positive neurocognitive effects of e-sports have also been described.
The lack of scientific attention, the unfavorable lifestyle and the disadvantageous way of practicing sports pose a challenge for the prevention of potential injuries and diseases in e-sports. Nevertheless, there are promising strategies that could be usefully applied considering the specific neurocognitive, cardiovascular or musculoskeletal aspects. The increasing popularity of e-sports will bring new patients with new challenges into our sports orthopaedic clinics or physiotherapy practices. Sports medicine professionals should be made aware of this.
Przedmiotem niniejszego artykułu jest zjawisko angażowania się w gry komputerowe oraz e-sport przez młodych ludzi – a celem wiodącym poszukiwanie odpowiedzi na pytanie o to, co sprawia, że gry ...komputerowe i e-sport są tak atrakcyjne dla młodzieży? Przedstawiono definicyjne ujęcia e-sportu, opisano pokrótce jego historię oraz przeanalizowano różne aspekty atrakcyjności gamingu - znaczące z perspektywy adolescentów i stanowiące ważny komponent ich życia. Poddano również analizie korzyści, jakie przynosi granie w gry oraz angażowanie się w e-sportowe rozgrywki.
The main subject of the article is a phenomenon of involving young people into computer games and e-sport and its leading aim is searching answer to question about what makes that computer games and e-sport are so attractive to the youth? The article presents definition aspects of e-sport, describes its history and analyses different aspects of gaming’s attractiveness, which are significant from the viewpoint of adolescents and are important component of their lives. There were also analysed benefits of playing computer games and devoting to e-sport entertainments.
Kementerian Pemuda dan Olahraga serta Komite Olahraga Nasional Indonesia (KONI) secara resmi mengakui esports sebagai cabang olahraga prestasi di Indonesia per tahun 2020 dalam rangka mengembangkan ...potensi Industri Digital di bidang olahraga khususnya E-Sport. Sehubungan dengan hal itu persaingan di industri esport semakin bergairah bagi para pelaku industri di bidang ini untuk bersaing mendapatkan perhatian para pecinta eport di tanah air dengan berlomba menggelar event esport yang menarik dan berkualitas. PT Ampu Kreatif Studio yang memiliki subdivisi E-Sport sebagai EO & Media akan turut bersaing di Industri ini. Selanjutnya persaingan akan di maksimalkan pada tampilan visual live streaming yang disajikan, oleh karena itu, dalam penelitian ini yang berjudul Optimalisasi Efek Chroma Key Pada Event E-Sport Live Streaming Menggunakan Metode Color Correction diharapkan mampu meningkatkan kualitas tampilan visual pada proses live streaming event esport dengan tujuan menarik banyak pentonton dan para pecinta esport tentunya dengan memaksimalkan Efek Chroma Key menggunakan Metode Color Corection di terapkan di gelaran event esport yang diselenggarakan untuk menghasilkan tampilan visual yang menarik.
Recently, the pandemic context in which the world finds itself has inspired studies that sought to evaluate to mental health and the way people are relating to the purpose of understanding and ...promoting improvements psychological health. The epidemiological and public health literature shows that social connection protects and promotes mental health, being an important clinical tool for reducing anxiety, depression, and stress. Thinking in the broad sense of connection, that is, feeling and perceiving oneself connected with the environment, applied to the context of sport, it is suggested that social connection could be related to the interactions in the practice of sport. Although playing sports can promote mental health, there are few findings on the topic in the context of a pandemic and with physical sports and electronic sports (e-sports) players. In this sense, the present study aims to assess the extent to which social connection and mental health indicators are correlated in a sample of sports and e-sports players. The participants were 401 Brazilian physical sports (
= 199, 49.6%) and e-sports players (
= 202, 50.4%), mostly male (53.1%) and single (59.9%), who filled in the Social Connectedness Scale (SCS), the Depression, Anxiety and Stress Scale (DASS), and demographic questions. The results indicated that social connection was negatively correlated and also predict the anxiety (
= -0.37), depression (
= -0.54), and stress (
= -0.39). When comparing sports and e-sports players, a statistically significant difference was identified in the levels of social connection
(398) = -3.41; sports
(SD) = 4.53 (1.14); e-sports
(SD) = 4.14 (1.15) and depression
(396) = 2.90; sports
(SD) = 1.10 (0.89); e-sports
(SD) = 0.85 (0.81). These findings can serve as a theoretical basis for the development of intervention programs (e.g., to guide managers regarding the social distancing rules that enable them to keep holding sports practices and events) and promoting discussions that focus on the analysis of aspects promoting psychological health in sports context (physical and e-sports).
The spatiotemporal management of ecosystems remains a topical issue in the strategic management literature. This research proposes an original approach by examining the key role played by events in ...ecosystem management. Drawing on the single case of a major French e-sport event (Lyon e-Sport), we study how an event allows the combination of both business and community logics to provide a simultaneous but discontinuous ecosystem management. Our findings contribute to recent research and show that (1) the event provides a space for structuring and combining business and community-based logics, (2) the community logic has to be hierarchically managed to allow the business logic to emerge and develop the ecosystem, and (3) various spatial and digital mechanisms related to the event support the combination of both business and community-related logics.
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.
Attentional control and reinvestment are two competing mechanisms explaining why anxiety-provoking situations may undermine performance. To date, both perspectives have received empirical support, ...but neither of them perfectly explain how anxiety affects performance. In the present study, we examined a novel, interactionist hypothesis, that worry during task performance (i.e., a product of low attentional control) undermines performance to a greater extent when reinvestment (i.e., attempts to consciously control actions) is high compared to low, in an E-sport context. In a test of 84 experienced players in the Brawlhalla E-sport game, neither worry during the games nor reinvestment propensity on their own predicted ranked match performance, but the interaction between the two did. Specifically, players who were more worried during the ranked games (i.e., lower attentional control) tended to lose more games, of which the effect was evident only when movement-specific reinvestment was high, not low. However, decision-specific reinvestment did not moderate the effect of low attentional control on performance, nor predict performance on its own. Unlike movement-specific reinvestment, decision-specific reinvestment does not appear detrimental to E-sport performance. Overall, the findings provide the first evidence for the interactionist hypothesis of attentional control and reinvestment (especially movement-specific propensity), of which the interaction effect may be underpinned by availability of additional cognitive resources that assure adaptive task processing.
•This study provided the first test of the interaction between attentional control (e.g., worry during task performance) and reinvestment (e.g., movement-specific reinvestment propensity) mechanisms during pressured performance.•Worry during task performance (i.e., low attentional control) undermined pressured performance in the ranked E-sport games only when movement-specific reinvestment was high, not low.•Worry and reinvestment propensity alone did not predict pressured performance in the ranked E-sport games, after controlling players' skill level and demographic differences.•Decision-specific reinvestment is not necessarily detrimental to pressured performance, at least in the present E-sport context.