Este ensaio procura analisar criticamente o termo esporte a partir de sua definição e características. Desta forma, trata da questão altamente controversa de saber se o esporte eletrônico (e-sports) ...poderia fazer parte do conceito de esporte. Com base nesta ideia, pretende-se provocar reflexão e debate sobre a consistência, clareza e precisão do termo esporte. Como conclusões, argumenta- se que o esporte eletrônico poderia ser considerado esporte de acordo com a definição atual do termo, embora a conclusão mais relevante seja que o conceito de esporte necessita de uma nova definição nas qual as suas características básicas sejam clarificadas em relação ao contexto atual.
El objetivo del presente trabajo es realizar una revisión de estudios sobre los beneficios cognitivos, psicológicos y personales del uso de los videojuegos y esports. Para ello, se utilizaron las ...bases de datos Google Académico y Psicodoc. El volumen total de referencias fue de 51.800 documentos, publicados entre los años 2012 y 2018, de los que se seleccionaron 26 trabajos representativos sobre la temática. Los resultados de la revisión tienden a indicar que el empleo regular de los videojuegos y esports mejoran las capacidades cognitivas, habilidades psicológicos y el desarrollo de valores de las personas. Se concluye que los videojuegos y los esports pueden ser una herramienta útil para el entrenamiento y evaluación mental, en el que queda por definir las horas diarias óptimas de uso para su beneficio y la necesidad de compaginar con otras actividades (estudios, actividad física, hábitos de descanso…), retos a abordar dentro de la Psicología del Deporte.
The purpose of this study was to identify three categories (i.e., imagination, physical enactment, and sport simulation) of esports game genres and to examine the impact those genres have on the ...relationship that exists between antecedents and consumers’ esports gameplay intention. The hypothesized model was based on the esports consumption (ESC) model (Jang & Byon, 2020), which is grounded in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) (Venkatesh, Thong, & Xu, 2012).
Data (N = 978) were collected via Amazon M-Turk from participants who had prior experience playing esports games. The findings indicated that the imagination group was statistically different when compared to the physical enactment and the sport simulation groups. However, the physical enactment group and the sport simulation group were found to be similar.
The findings of the current study contributed to a better understanding of what drives esports consumers’ esports gameplay intention across game genres.
•Proposing three new categories of esports game genres.•Validating the ESC model's utility in predicting esports gameplay intention by incorporating esports genre as the moderator.•Contributing to furthering our understanding associated with esports consumption behavior.
PurposeRecently, Jang and Byon (2020) found that esports recreational gameplay consumption is causally linked to esports online media consumption. In the context of esports, live-streaming content ...(by individual creators) is a new type of media consumption, which should be distinguished from esports event broadcast. Extending Jang and Byon’s finding, the purpose of this study is to examine the mediating effect of esports content live streaming in the relationship between esports recreational gameplay and esports event broadcast because it allows the games to be more accessible to viewers due to two-way communication. In order to test for stability of the mediating effect of esports live content streaming, we examined the hypothesized model across the three genres (i.e. imagination n = 224, physical enactment n = 195, sport simulation n = 179).Design/methodology/approachData (N = 598) were collected via an online survey from individuals who had experienced esports recreational gameplay. A total of 15 items with five dimensions (i.e. esports recreational gameplay, esports content live streaming, esports event broadcast, streamer identification, and pro-player identification) were adapted from existing studies. The two identification constructs and gender were used as control variables.FindingsThe model fit of the measurement model was found to be acceptable via CFA. The results of SEM indicated that the intention of esports content live streaming consumption played a full mediation role in the relationship between esports recreational gameplay behavior and the intention of esports event broadcast consumption. Additionally, we found the mediating effect of esports content live streaming across the three genres.Originality/valueThis study contributes to literature related to the esports consumer behavior by conceptualizing esports content live streaming and found that esports content live streaming represents a mechanism that underlies the relationship between esports recreational gameplay intention and esports event broadcast consumption.
Purpose. to research and analyze of the indicators of functional asymmetry in different sportsmanship level esports athletes.
Methods. the study involved 20 middle-aged athletes (18±1.53) years old, ...divided into groups according to their sportsmanship. Group 1: elite players of semi-professional teams in CS:GO and DOTA 2 disciplines, n=10, age (19.2±0.50) years. Group 2: amateur CS:GO and DOTA 2 players, n=10, age (18.2±1.04) years. The functional asymmetry of the movements of the upper limbs was determined using a special program for tablet computers running iOS, developed at the departments of martial arts, computer science and biomechanics of the KhSAPC.
Results. It has been established that in terms of the number of clicks per unit of time, elite esports athletes are dominated by amateurs by 5.54% on the left and 5.14% on the right hand; in terms of visual motor reaction time, elite esports athletes prevail by 5.54% on the left hand and 5,07% on the right hand; elite esports athletes showed a 13.3% shorter left-hand click duration, but amateurs showed a 6,83% shorter right-hand click duration.
Conclusions. Players with a higher level of preparedness tend to have less asymmetrical movements. In the proposed test, elite athletes demonstrate a greater number of movements per unit of time; at the 2nd stage of testing, the differences are significant (p<0.05). At the same time, the reaction time of more skilled players is less than that of amateurs; at the 2nd and 4th stages of the test, the differences are significant (p<0.05). Indicators of functional asymmetry of movements of the upper limbs informatively characterize the level of preparedness of esports athletes and can be included in the program for monitoring the physical condition of players in cybersport.
Abstract
Introduction
Esports is becoming increasingly professionalized, yet research on performance management is remarkably lacking. The present study aimed to investigate sleep and mood in ...professional esports athletes.
Methods
Participants were 17 professional esports athletes from South Korea (8), Australia (4) and the US (5) who played First Person Shooter games (mean age 20±3.5 years, 100% male). All participants wore a wrist-activity monitor for 7–14 days, and completed subjective sleep and mood questionnaires.
Results
Based on data from the wrist-activity monitory, participants averaged 409±37 minutes of total sleep time, and 87±1% of sleep efficiency per night. All participants had significantly delayed sleep patterns (Average bed Time 3:41 am and wake Time 11:11 am). Participants had an average SOL of 26.15 minutes and prolonged wake after sleep onset of 51.91 (±31.84) minutes. Korean players had significantly higher depression scores compared to the other groups (p=.006) and trained longer than the Australian or US teams (13.38 vs. 4.75 vs. 6.10 hours, respectively). Depression scores were strongly correlated with number of awakenings, wake after sleep onset and training time per day (ps<.05).
Conclusion
As the first exploratory study in the esports field, the study indicates that esports athletes show delayed sleep patterns and have prolonged wake after sleep onset. These sleep patterns may be associated with mood (depression) and training time. There may also be cultural differences that contribute to sleep disturbance in this population.
Support
Korean Society of Sleep Medicine
Guided by social role theory and the extant literature, the purpose of this investigation was to examine the gender differences in esports spectating motives and points of attachment. A questionnaire ...was developed to survey fans (N = 479) of the Houston Outlaws, a professional team in the Overwatch League. Findings indicate gender differences across five motivational factors: women seem to be more motivated to watch Overwatch for social opportunities, interest in player, and (player) physical attractiveness; men appear to be more motivated to watch for enjoyment of aggression and entertainment value. Our results also suggest how perceived social roles may influence gender differences in attachment to the athlete and its relationship with spectating motives. Theoretical, managerial, and social implications, as well as future research recommendations, are discussed.
•The study compares men and women in their esports spectating motivations.•Women watch esports for social opportunities, interest in player, and physical attractiveness.•Men watch esports for enjoyment of aggression, and entertainment value.•Interest in player were shown to positively impact attachment to the athlete for both men and women.