Are Esports Players Inactive? A Systematic Review

IF 1.2 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM
Nicolas Voisin, Nicolas Besombes, Sébastien Laffage-Cosnier
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引用次数: 3

Abstract

Abstract As esports grow, public authorities have many concerns about the potential negative health effects of this “sedentary” practice. This work proposes a systematic review on the links between esports and physical activity (PA). The research questions guiding this review are as follows: (1) What is the PA level of esports players? (2) Do data exist regarding the influence of participation in esports on players’ PA? (3) Based on these findings, what future research questions should be asked and what studies should be conducted? Eighteen studies met the inclusion criteria. The analysis revealed that esports players appeared to be active, exceeding World Health Organization recommendations, in 13 studies and inactive or low-active in four studies. The different populations of players do not appear to have the same degree of PA. High-level, professional, and/or supervised players appear to be more physically active. However, some data are inconsistent, and our review highlights several biases and methodological limitations. Additionally, while we have found no studies providing data on the influence of esports on PA, five studies highlight several factors that could push players to engage in PA. Finally, further research is needed using objective measurement tools and characterizing and accurately distinguishing between players’ levels of expertise and the type of game played. The nature and modalities of the PA also need to be clarified. We encourage supplementing these quantitative data with qualitative data obtained through interviews to provide a description and understanding of the influence of esports on PA engagement, re-engagement, retention, and withdrawal.
电子竞技玩家是否不活跃?系统回顾
随着电子竞技的发展,公共当局对这种“久坐不动”的做法对健康的潜在负面影响感到担忧。这项工作提出了电子竞技和体育活动(PA)之间联系的系统综述。指导本研究的研究问题如下:(1)电子竞技选手的PA水平是什么?(2)是否存在参与电子竞技对玩家PA影响的数据?(3)基于这些发现,未来应该提出哪些研究问题,应该进行哪些研究?18项研究符合纳入标准。分析显示,在13项研究中,电子竞技选手似乎很活跃,超过了世界卫生组织的建议,而在4项研究中,电子竞技选手似乎不活跃或不活跃。不同人群的球员似乎没有相同的PA程度。高水平、专业和/或有监督的球员似乎更活跃。然而,一些数据是不一致的,我们的回顾强调了一些偏见和方法上的局限性。此外,虽然我们没有发现任何研究提供电子竞技对PA影响的数据,但有五项研究强调了可能促使玩家参与PA的几个因素。最后,需要使用客观测量工具进行进一步研究,准确区分玩家的专业水平和游戏类型。权力机构的性质和方式也需要澄清。我们鼓励用通过访谈获得的定性数据来补充这些定量数据,以描述和理解电子竞技对个人助理参与、再参与、留存和退出的影响。
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来源期刊
Physical Culture and Sport Studies and Research
Physical Culture and Sport Studies and Research HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
2.10
自引率
0.00%
发文量
18
审稿时长
4 weeks
期刊介绍: Physical Culture and Sport. Studies and Research is directed to the representatives of the social sciences of sport (philosophers, sociologists, psychologists, pedagogues, managers of sport, and theoreticians of sport from particular or general point of view). The main goal of the journal is to present the most current (and only the best) papers from European, Western and Eastern countries of the world. It focuses on symbolic, axiological, and comparative aspects of contemporary sport. We dedicated this journal to humanists, social researchers, students, and practitioners.
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