{"title":"Motivations to Participate in Gaming and Esports: An Exploratory Study on The Influence of Participant Gender","authors":"Tara Q. Mahoney, Lindsey Darvin, Ryan Vooris","doi":"10.1123/jege.2022-0034","DOIUrl":"https://doi.org/10.1123/jege.2022-0034","url":null,"abstract":"The rapid growth of gaming and esports since 2015 demands an investigation of the habits of those who consume and engage with (i.e., participate, view, attend events) this emerging space. As previous research has suggested, women and men may engage with video games for different reasons, and to better understand this occurrence, the current study addresses whether their gaming and esports participation motivations vary. As a result, this exploratory study employed a survey design with a previously validated scale used to measure motivation differences between men and women for traditional sport and exercise spaces. In addition, insights from Hamari and Sjöblom study were used to construct the survey instrument and adapt it to gaming environments. The researchers used an exploratory factor analysis to examine the data and determine preliminary factors relating to esports and gaming motivations. Additionally, gender differences were also assessed. Implications for the gaming industry are discussed as well as future research directions.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"18 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140522919","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Julie Gaasedal, Mia Ricaplaza Thøgersen, C. L. Straszek, J. Guldager
{"title":"Young Danish Esports Players Physical Health, and Their Opportunities and Wishes for Physical Activity From Their Esports Club: A Cross-Sectional Study","authors":"Julie Gaasedal, Mia Ricaplaza Thøgersen, C. L. Straszek, J. Guldager","doi":"10.1123/jege.2023-0017","DOIUrl":"https://doi.org/10.1123/jege.2023-0017","url":null,"abstract":"Electronic sports (esports) refer to competitive video gaming at professional and amateur levels. The increasing popularity of esports may lead to an increased tendency toward inactivity and sedentary behavior among players. Currently, 150 min of physical activity (PA) of moderate to high intensity per week is recommended to main a healthy lifestyle. The aim of this study was to investigate whether young esports players are offered to participate in PA and what type of PA they would like to participate in. The level of PA, bodily pain, and sleeping habits were also investigated through a self-reported questionnaire. The median score for PA was 2,850 metabolic equivalent of task minutes per week. One in every five esports players was offered PA by their esports association, and most of them have used this offer. For participants who were not offered PA, the most often called-for type of PA was resistance training, ballgames, and cardiovascular training.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"26 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140520576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bryan Dowdell, Andrew Lepp, Brian H. Yim, Jacob E. Barkley
{"title":"Esports Athletes on a Team or Club Are More Physically Active and Less Sedentary Than Equally Experienced, Casual Video Gamers","authors":"Bryan Dowdell, Andrew Lepp, Brian H. Yim, Jacob E. Barkley","doi":"10.1123/jege.2023-0012","DOIUrl":"https://doi.org/10.1123/jege.2023-0012","url":null,"abstract":"Literature and governing agencies refer to gamers who partake in esports as “esports athletes,” and research suggests that exercise may be a beneficial component of esports training. Yet esports athletes are stereotyped similarly to casual gamers, for example, sedentary and not physically active. The purpose of this research was to compare physical activity and sedentary behavior between esports athletes on a team or club and casual gamers. Data were collected via an online survey (N = 532 total; n = 172 women). The survey assessed physical activity behaviors (i.e., International Physical Activity Questionnaire), time spent playing games, and esports affiliation. Independent samples t tests and analysis of variance were used for comparisons. Esports athletes on a team or club reported significantly more (F = 67.99, p < .001) physical activity (5,706 ± 4,558 metabolic equivalent min/week) compared to casual gamers (2,738 ± 2,792 metabolic equivalent min/week). There was a significant interaction between the effects of gender and group (F = 5.680, p = .018) on vigorous physical activity. Esports athletes on a team or club also reported significantly less (F = 77.436, p < .001) sedentary behavior compared to casual gamers. There was no reported difference in time spent playing video games between groups (t = 1.416, p = .157). In conclusion, esports athletes on a team or club were more physically active and less sedentary than their casual counterparts.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"18 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140516401","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniel Bonnar, Michael Gradisar, M. Kahn, C. Richardson
{"title":"The Sleep, Anxiety, Mood, and Cognitive Performance of Oceanic Rocket League Esports Athletes Competing in a Multiday Regional Event","authors":"Daniel Bonnar, Michael Gradisar, M. Kahn, C. Richardson","doi":"10.1123/jege.2023-0036","DOIUrl":"https://doi.org/10.1123/jege.2023-0036","url":null,"abstract":"The overall aim of the present study was to examine the daily patterns and relationships between sleep behavior, anxiety, mood (i.e., depression symptoms), and cognitive performance (i.e., reaction time) in esports athletes competing in an Oceanic Rocket League Championship Series regional event. Sixteen participants completed a daily sleep diary, an evening anxiety measure, and an afternoon mood measure and cognitive performance task. Measures were taken (a) precompetition, (b) across the competition days, and (c) postcompetition. We found that participants’ lights-out time was earliest across the competition nights. Sleep-onset latency gradually lengthened precompetition and across the competition nights, eventually exceeding normal limits. Wake after sleep onset was longest across the competition nights but remained within normal limits. Wake-up time was earliest at the start of the competition period but consistently late on most other days. Total sleep time was generally adequate but mildly reduced the night before the first day of competition. There was no significant relationship between anxiety and subsequent sleep nor a relationship between total sleep time and next day mood or cognitive performance. Future research should investigate whether these findings generalize to esports athletes from other games, at higher levels of competition, and to different start times.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"15 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140521047","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"“You’re Too Pretty to Be a Challenge Runner”: Changing “Gamers” in an Age of Live Streaming","authors":"Kevin Garvey","doi":"10.1123/jege.2023-0006","DOIUrl":"https://doi.org/10.1123/jege.2023-0006","url":null,"abstract":"Persistent misogyny in video gaming spaces has motivated calls for broader recognition of female players and the development of protective, welcoming spaces. Yet even recognition of female gamers remains elusive. By allowing individuals to broadcast themselves playing games, Twitch has greatly enhanced the visibility of players, including high-skill, hard-core female gamers developing dedicated viewer audiences. This study investigates the community management of female streamers who focus on high-skill “challenge running” and participate in hard-core challenge run communities. Regularly encountering online misogyny, these streamers have developed four distinct strategies in reply: overcoming antagonistic audiences, capturing audience emotion, anticipating antagonism, and combating misogyny through humor and recontextualization. Streamers learn to anticipate negative, misogynistic attention and, in collaboration with supportive viewers, creatively transform it into positive channel content for their benefit. By visibly challenging games and antagonistic viewers alike, these streamers provide new methods for responding to misogyny in online gaming spaces.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140519843","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploration of Internet Gaming Disorder Among the Esports Community","authors":"Ryan Woolhouse, Robert Patton","doi":"10.1123/jege.2022-0013","DOIUrl":"https://doi.org/10.1123/jege.2022-0013","url":null,"abstract":"As of 2014, Internet Gaming Disorder (IGD) has been included in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5) as a condition for further study. There are questions about the validity of the current diagnostic criteria, particularly when distinguishing IGD from avid or professional gaming. This study aims to explore the validity of the DSM-5 criteria for IGD, establish prevalence rates, and identify predictive factors of IGD within the esports community. A sample of 147 esports players completed an online survey comprising of an IGD measure (Internet Gaming Disorder Scale 9—Short Form [IGDS9-SF]) based on the DSM-5 criteria, and a range of health, and demographic questions. The IGDS9-SF significantly correlated with psychological distress and disability (impairment in daily functioning). An exploratory factor analysis confirmed the IGDS9-SF criterion loaded onto a single factor. Using the 32-point cutoff for IGD on the IGDS9-SF, findings indicated that 11.64% of nonprofessional esports players and 5.26% of professional esports players met IGD cutoffs. Level of disability was the only significant predictor of reaching the IGD cutoff. These findings support the DSM-5 conceptualization of IGD within the esports community and identify a potential larger risk for nonprofessional players. The clinical implications and future directions for research as result of these findings are discussed.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"128 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135954162","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development of the Esportsmanship Scale and Analysis of Its Relationship to Well-Being, Physical Health Problems, Gaming Addiction Tendencies, Aggressive Feelings, Empathy, and Self-Positivity","authors":"Shiroh Ohno","doi":"10.1123/jege.2023-0007","DOIUrl":"https://doi.org/10.1123/jege.2023-0007","url":null,"abstract":"A steep increase in young people’s participation in esports in Japan has demonstrated potential adverse health effects as well as impacts on their well-being. Therefore, protective guidelines are required to address this issue. Hence, a novel measurement tool was used in this study to understand the social and health effects of esports. Using an online survey ( n = 1,612), factor analysis yielded a two-factor structure for the 12-item esportsmanship scale. Analysis of covariance was used to test whether the factors of enjoyable and normative esportsmanship and time spent playing esports were associated with well-being, physical health problems, gaming addiction tendencies, empathy, and self-positivity. Enjoyable esportsmanship was associated with favorable psychological tendencies, such as well-being, empathy, and self-positivity. The findings also suggest that increasing normative esportsmanship may be able to inhibit physical health problems and the degree of gaming addiction. The analysis of covariance demonstrated that more time spent on esports was significantly unfavorably associated with physical health problems, gaming addiction tendencies, and aggressive feelings. Future research should aim to clarify the causal relationship between these psychological tendencies and esportsmanship and conduct a detailed analysis of whether the effects and impacts of esportsmanship differ according to game genre.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136304214","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Narcissism, Big Five Personality Traits, and Performance in Temporary Teams: An Investigation of League of Legends","authors":"George Horne, Adrian Furnham, Simmy Grover","doi":"10.1123/jege.2022-0022","DOIUrl":"https://doi.org/10.1123/jege.2022-0022","url":null,"abstract":"Esports are competitive video games that are typically played online. League of Legends (LoL) is an esport with a ranking system that measures player performance in temporary teams. Qualitative studies have suggested there are behavioral differences between ranks, with lower ranking players being more entitled and communicating antisocially. This study attempts to quantify this relationship of behavior and ranking, using trait Narcissism and five-factor model personality traits to measure these tendencies in behavior. Four hundred and forty-four players were recruited across paid and unpaid sampling. Narcissism was the only trait to be significantly associated with LoL ranking. This result may suggest Narcissism is slightly beneficial to success in LoL’s temporary teams, potentially through better emotional regulation while playing. However, as personality traits only predicted 2.8% of variance in LoL ranking, it is likely that player skill and other contextual factors have a larger influence on performance.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135556844","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Auto-netnographic Approach to Understanding Alternate Gaming Accounts: How Smurfing Impacts the Prosumer Experience in Counter-Strike:Global Offensive","authors":"Brian McCauley","doi":"10.1123/jege.2023-0024","DOIUrl":"https://doi.org/10.1123/jege.2023-0024","url":null,"abstract":"Esport-based game titles, such as Counter-Strike:Global Offensive, represent platforms where players simultaneously consume and produce content as prosumers. Through peer-to-peer presumption, these players co-create value between themselves to drive a range of emotional and social outcomes. Smurfing is the act of higher skilled players utilizing alternate game accounts to play with lower skilled players resulting in unbalanced competitive experiences. This study combines an auto-netnographic approach with interviews to provide novel insights on this pervasive phenomenon. Through combining perspectives of regular players and those who engage in smurfing, three key themes are identified. Smurfing is embedded within gaming platforms, driven by complex motivations, and framed as cheating according to perspective.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"155 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135213877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Ecosystem Framework for the Meta in Esport Games","authors":"Sunny Thaicharoen, Jeremy Gow, Anders Drachen","doi":"10.1123/jege.2022-0045","DOIUrl":"https://doi.org/10.1123/jege.2022-0045","url":null,"abstract":"This paper examines the evolving landscape of modern digital games, emphasizing their nature as live services that continually evolve and adapt. In addition to engaging with the core gameplay, players and other stakeholders actively participate in various game-related experiences, such as tournaments and streaming. This interplay forms a vibrant and intricate ecosystem, facilitating the construction and dissemination of knowledge about the game. Such knowledge flow, accompanied by resulting behavioral changes, gives rise to the concept of a video game meta . Within the competitive gaming context, the meta represents the strategic and tactical knowledge that goes beyond the fundamental mechanics of the game, enabling players to gain a competitive advantage. We present a review of the state-of-the-art of knowledge for game metas and propose a novel model for the meta knowledge structure and propagation that accounts for this ecosystem, based on a review of the academic literature and practical examples. By exploring the dynamics of knowledge exchange and its influence on gameplay, the review presented here sheds light on the intricate relationship between game evolution, player engagement, and the associated emergence of game meta.","PeriodicalId":493796,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135508915","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}