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Keywords = esports

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13 pages, 572 KiB  
Article
Sounds and Natures Do Often Agree: Prediction of Esports Players’ Performance in Fighting Games Based on the Operating Sounds of Game Controllers
by Yamato Hiratsuka, Kazuki Kuga, Takahiro Miura, Tetsuo Tanaka and Mari Ueda
Appl. Sci. 2025, 15(2), 719; https://doi.org/10.3390/app15020719 - 13 Jan 2025
Viewed by 535
Abstract
In research focusing on esports, studies have been conducted on designs that attract competitors, performance estimation, training methods, and motivational factors. However, quantitative and convenient methods for performance evaluation are still in the development stage among the numerous performance evaluation methods. In particular, [...] Read more.
In research focusing on esports, studies have been conducted on designs that attract competitors, performance estimation, training methods, and motivational factors. However, quantitative and convenient methods for performance evaluation are still in the development stage among the numerous performance evaluation methods. In particular, few method has been developed to objectively measure an individual’s mental state utilizing limited equipment. It has been observed that when players’ performance deteriorates or they are under pressure, they occasionally operate the controller in accordance with their state, resulting in the sound of the controller increasing. Therefore, this study aimed to clarify the relationship between the sound of esports players’ controller operations and their objective as well as subjective metrics, including their emotional state and performance during the game. Initially, the controller sounds of players of various ranks in Super Smash Bros. Ultimate (SSBU) by Nintendo were explored, aiming to elucidate the connection between the operation sounds of adept and intermediate esports competitors and their day-to-day fluctuations in game performance and emotional well-being. The findings revealed a discernible pattern: the more proficient the player, the more resonant the sounds emanating from their controller during gameplay. Furthermore, the operational sounds of skilled players exhibited an escalation when their performance faltered. Full article
(This article belongs to the Special Issue Human Performance and Health in Sports)
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11 pages, 734 KiB  
Article
Exploring Barrier-Free Esports for Visually Impaired and Sighted Individuals: An Examination of Rapid Key Tapping Speed
by Miyono Okinaka and Tsunehiko Wada
Disabilities 2025, 5(1), 3; https://doi.org/10.3390/disabilities5010003 - 8 Jan 2025
Viewed by 462
Abstract
Esports involves competition conducted through online computer games, a format that allows individuals to compete together regardless of age, sex, or physique. However, due to preconceived notions about individuals with visual impairments, their abilities are occasionally underestimated or overestimated. Furthermore, while esports heavily [...] Read more.
Esports involves competition conducted through online computer games, a format that allows individuals to compete together regardless of age, sex, or physique. However, due to preconceived notions about individuals with visual impairments, their abilities are occasionally underestimated or overestimated. Furthermore, while esports heavily depend on visual elements, there has been little clarification on which abilities can be performed equally by both sighted and visually impaired individuals and which abilities differ. This study examined whether rapid tapping speed, a skill potentially utilized in esports, is affected by visual impairment, testing the hypothesis that there is no significant difference in tapping speed between visually impaired and sighted individuals. By identifying skills that show no differences and those that do, this research lays the groundwork for designing environments where all participants can equally enjoy activities, including the appropriate use of handicaps. The study employed a 30 s rapid tapping speed evaluation model in which participants were asked to tap a key on a computer keyboard as quickly as possible. The total number of taps, initial speed, and speed maintenance were measured over three trials, and temporal changes, such as deceleration, were assessed. No significant differences were observed between groups in the total number of taps, initial speed, or speed maintenance, indicating that tapping speed is not dependent on visual impairment. Thus, a rapid tapping ability can be equally demonstrated by both visually impaired and sighted individuals, highlighting the potential for increasing inclusivity in esports. These findings highlight the potential for creating inclusive esports environments that accommodate visually impaired players, thereby promoting broader participation. Full article
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36 pages, 1312 KiB  
Article
Leveraging SNS Data for E-Sports Recommendation: Analyzing Popularity and User Satisfaction Metrics
by Yuanyuan Wang
Electronics 2025, 14(1), 94; https://doi.org/10.3390/electronics14010094 - 29 Dec 2024
Viewed by 638
Abstract
The rapid rise of social media and widespread Internet access have contributed significantly to the global popularity of e-sports. However, while popular e-sports attract considerable attention, niche e-sports remain underexplored, limiting user discovery and engagement. This paper proposes a Twitter-based recommendation system that [...] Read more.
The rapid rise of social media and widespread Internet access have contributed significantly to the global popularity of e-sports. However, while popular e-sports attract considerable attention, niche e-sports remain underexplored, limiting user discovery and engagement. This paper proposes a Twitter-based recommendation system that uses advanced data management and processing techniques to address the challenge of identifying and recommending both popular and niche e-sports. The system analyzes social media metadata, including user IDs, followers, followees, engagements, and impressions, to calculate two critical metrics: popularity and satisfaction. Based on the combination of these metrics, the system calculates overall scores for each e-sports and generates two distinct rankings: one for popular and another for niche e-sports. The proposed system reflects the application of data-driven methodologies and social network analysis in creating recommendations that meet diverse user preferences, highlighting the relevance of data processing technologies in personalized content delivery. Experimental evaluations, using a dataset derived from Twitter hashtags (#) representing 30 target e-sports in 2022, demonstrate the system’s effectiveness in capturing the emerging dynamics in e-sports and providing actionable insights for diverse user preferences. This study highlights the potential of SNS-based technologies to advance data processing, analysis, and application within the e-sports ecosystem. Full article
(This article belongs to the Special Issue Future Technologies for Data Management, Processing and Application)
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18 pages, 1694 KiB  
Review
Esports Training, Periodization, and Software—A Scoping Review
by Andrzej Białecki, Bartłomiej Michalak and Jan Gajewski
Appl. Sci. 2024, 14(22), 10354; https://doi.org/10.3390/app142210354 - 11 Nov 2024
Viewed by 1451
Abstract
Electronic sports (esports) and research on this emerging field are interdisciplinary in nature. By extension, it is essential to understand how to standardize and structure training with the help of existing tools, developed over years of research in sports sciences and informatics. Our [...] Read more.
Electronic sports (esports) and research on this emerging field are interdisciplinary in nature. By extension, it is essential to understand how to standardize and structure training with the help of existing tools, developed over years of research in sports sciences and informatics. Our goal for this work is to review the available literature in esports research, focusing on sports sciences (training, periodization, planning, and career stages) and software (training tools, visualization, analytics, and feedback systems). To verify the existing sources, we applied the framework of a scoping review to address the search from multiple scientific databases with further local processing. We conclude that the current research on esports has mainly focused on describing and modeling performance metrics that span over multiple fragmented research areas (psychology, nutrition, informatics). However, these building blocks have not been assembled into a well-functioning theory of performance in esports by, e.g., providing exercise regimes or methods of periodization for esports. Full article
(This article belongs to the Special Issue Advances in Sport and Biomechanics—Diagnostic and Treatment)
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13 pages, 1833 KiB  
Article
Amplifying Cognitive Functions in Amateur Esports Athletes: The Impact of Short-Term Virtual Reality Training on Reaction Time, Motor Time, and Eye–Hand Coordination
by Maciej Lachowicz, Anna Serweta-Pawlik, Alicja Konopka-Lachowicz, Dariusz Jamro and Grzegorz Żurek
Brain Sci. 2024, 14(11), 1104; https://doi.org/10.3390/brainsci14111104 - 30 Oct 2024
Viewed by 1245
Abstract
Objectives: Electronic sports (esports) have grown into a major competitive field in today’s digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye–hand coordination, plays a crucial role in e-athlete [...] Read more.
Objectives: Electronic sports (esports) have grown into a major competitive field in today’s digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye–hand coordination, plays a crucial role in e-athlete performance. This study aims to examine the impact of VR training on these cognitive functions in amateur e-athletes. Methods: The study involved 66 amateur e-athletes (45 men and 21 women, aged 19–41, with a mean age of 23.96 ± 3.90 years) who reported active, non-professional involvement in esports. Participants were randomly assigned to an experimental group (E) (n = 32) and a control group (C) (n = 34), with initial comparisons confirming no significant differences in daily gaming habits, esports experience, or age between groups. The E group completed 15-minute daily training sessions using the VR game Beat Saber over eight consecutive days. Results: The results demonstrated that VR training significantly improved eye–hand coordination in the experimental group, although there were no notable effects on reaction time or motor time. Conclusions: These findings suggest that VR training may be an effective method to enhance certain cognitive functions, specifically eye–hand coordination, among amateur e-athletes. This could offer a valuable approach for performance improvement in this rapidly growing field. Full article
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15 pages, 12520 KiB  
Review
Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention
by George Imataka, Shu Izumi, Yuji Miyamoto and Akira Maehashi
J. Clin. Med. 2024, 13(17), 5122; https://doi.org/10.3390/jcm13175122 - 29 Aug 2024
Cited by 2 | Viewed by 6049
Abstract
The number of people immersed in excessive gaming has increased in this age of rapid digitalization. The World Health Organization and American Psychiatric Association Organization recognize a gaming disorder as a condition that results in significant problems in daily life as a result [...] Read more.
The number of people immersed in excessive gaming has increased in this age of rapid digitalization. The World Health Organization and American Psychiatric Association Organization recognize a gaming disorder as a condition that results in significant problems in daily life as a result of excessive gaming. Both organizations emphasize the similarities to behavioral addictions such as gambling. We examined the appropriate usage of video games from the perspectives of health and management in this study. For the general population, video games provide positive impacts such as stress alleviation and memory improvement. Game playing leads to a loss of time and money for the individual. It also has a negative impact on the individual’s family and social life, evolving into a social problem. Gaming addiction is often accompanied by psychological disorders and other addictions, and long-term medical treatment, including approaches to the individual’s psychological background and cognitive-behavioral therapy, is necessary. Therefore, the prevention of gaming disorder is essential. From a societal standpoint, action is required in three contexts: the government, game developers, and within the household as a whole. Simultaneously, the public needs to understand the positive potential of gaming, such as e-sports. Full article
(This article belongs to the Section Mental Health)
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15 pages, 364 KiB  
Article
Prevalence and Characteristics of Female and Male Esports Players among Norwegian Youth: A General Population Study
by Stian Overå, Anders Bakken and Christer Hyggen
Int. J. Environ. Res. Public Health 2024, 21(9), 1136; https://doi.org/10.3390/ijerph21091136 - 28 Aug 2024
Viewed by 2309
Abstract
Electronic sports (esports) have evolved into a major cultural phenomenon in the 21st century, mirroring traditional sports with organized, competitive play. This study investigates the prevalence of esports participation and characteristics of esports players among Norwegian adolescents. Using data from the Ungdata survey, [...] Read more.
Electronic sports (esports) have evolved into a major cultural phenomenon in the 21st century, mirroring traditional sports with organized, competitive play. This study investigates the prevalence of esports participation and characteristics of esports players among Norwegian adolescents. Using data from the Ungdata survey, a comprehensive web-based survey of Norwegian adolescents that includes questions on demographics, health, physical activity, social relations, and leisure activities such as gaming and esports, we analyzed responses from 70,695 students aged 16–18 years collected during 2021–2023. We conclude that about one out of twenty in the age group of 16–18 years actively engage in esports. The figure conceals significant gender differences: only 0.7% of girls, compared to 8.8% of boys, actively participate in esports. While female esports players differ noticeably from non-players on almost all indicators included in our analyses, the picture among boys reflects more similarities between esports players and other boys, than differences. Among the esports players, females almost consistently reported more negative experiences than males, including less physical socialization, lower self-rated health, higher rates of loneliness and sleeping problems, and a greater difficulty fitting in at school. Despite these negative aspects, esports players maintain close friendships similar to their non-playing peers. Full article
9 pages, 1944 KiB  
Article
Influence of Mouse Grip Type on Flicking and Tracking Tasks Performance
by Roberto Sanchis-Sanchis, Alberto Encarnación-Martínez, Ignacio Catalá-Vilaplana, Jose Ignacio Priego-Quesada, Inmaculada Aparicio and Pedro Pérez-Soriano
Appl. Sci. 2024, 14(16), 7112; https://doi.org/10.3390/app14167112 - 13 Aug 2024
Cited by 1 | Viewed by 1804
Abstract
The First-Person Shooter is a very popular genre in electronic sports (esports), where there are different aiming techniques such as Aim Flicking and Aim Tracking. Although the mouse grip is suggested as one of the most important factors in gaming performance, there is [...] Read more.
The First-Person Shooter is a very popular genre in electronic sports (esports), where there are different aiming techniques such as Aim Flicking and Aim Tracking. Although the mouse grip is suggested as one of the most important factors in gaming performance, there is a lack of evidence on this topic. Therefore, the purpose of the present study was to determine the performances of three types of mouse grips (palm grip, claw grip, and fingertip grip) in two different tasks (flicking and tracking tasks) by analyzing kinematic and scoring variables. Twenty-two participants performed the tasks on a computer with the same monitor and mouse, each using their preferred grip: palm grip, claw grip, and fingertip grip. The aim400kg was used to perform the tasks, and a camera system (Optitrack’s Flex 3) was used to capture the mouse movement. The results from the flicking task indicated significant differences in the minimum cursor trajectory, with higher values observed in the claw grip compared to both the palm and fingertip grips. However, no significant differences were observed in the tracking task in terms of velocity, acceleration, or hand movement. Moreover, only high correlations were observed in the flicking task between Score and Reaction Time (r = −0.911) and between Score and Total Distance (r = 0.724). In conclusion, the mouse grip does not affect the Aim Flicking or Aim Tracking task performance. This study has revealed interesting results related to performance, including correlations between the Score, Reaction Time, and Total Distance in flicking tasks. Full article
(This article belongs to the Special Issue Sports Biomechanics and Sports Technology)
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14 pages, 1632 KiB  
Article
The Level of Physical Activity, E-Game-Specific Reaction Time, and Self-Evaluated Health and Injuries’ Occurrence in Non-Professional Esports Players
by Magdalena Cyma-Wejchenig, Janusz Maciaszek, Julia Ciążyńska and Rafał Stemplewski
Electronics 2024, 13(12), 2328; https://doi.org/10.3390/electronics13122328 - 14 Jun 2024
Viewed by 1959
Abstract
This study aims to compare physical activity levels, esports-specific reaction times, self-evaluated health, and injuries between non-professional esports players (EPs) and non-players (NPs). Participants were healthy, with an average age of 22.7 ± 2.49 years and BMI of 25.5 ± 4.95 kg/m2 [...] Read more.
This study aims to compare physical activity levels, esports-specific reaction times, self-evaluated health, and injuries between non-professional esports players (EPs) and non-players (NPs). Participants were healthy, with an average age of 22.7 ± 2.49 years and BMI of 25.5 ± 4.95 kg/m2. Physical activity was quantified using the Baecke Questionnaire, while reaction times were measured with computer games. The analysis reveals that EPs exhibit significantly lower levels of physical activity compared to NPs (p < 0.05), underscoring the sedentary nature of esports. Despite this, EPs demonstrate superior reaction times (p < 0.001), suggesting cognitive enhancements associated with esports participation. EPs report increased incidences of gameplay-related discomfort (p = 0.025), highlighting health drawbacks of prolonged gaming. However, no significant differences were observed in overall self-evaluated health statuses and specific pain complaints between the groups, indicating a complex relationship between esports involvement and perceived health outcomes. These findings suggest that esports can offer cognitive benefits through improved reaction times but are also associated with reduced physical activity and increased reporting of discomfort. This dichotomy underscores the need for strategies that capitalize on the cognitive advantages of esports while mitigating its physical health risks, encouraging a more balanced engagement with the activity. Full article
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12 pages, 225 KiB  
Article
An Exploratory Study on the Conceptualization of Burnout among the Professional Esports Athletes: Focused on League of Legends Champions Korea League
by Hyoyeon Ahn and Inwoo Kim
Healthcare 2024, 12(11), 1127; https://doi.org/10.3390/healthcare12111127 - 31 May 2024
Cited by 1 | Viewed by 1393
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 [...] Read more.
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. Full article
14 pages, 2167 KiB  
Article
Less Is More: Higher-Skilled Sim Racers Allocate Significantly Less Attention to the Track Relative to the Display Features than Lower-Skilled Sim Racers
by John M. Joyce, Mark J. Campbell, Fazilat Hojaji and Adam J. Toth
Vision 2024, 8(2), 27; https://doi.org/10.3390/vision8020027 - 29 Apr 2024
Viewed by 1906
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 [...] Read more.
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. Full article
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12 pages, 446 KiB  
Article
Comparison of Audience Behavior between eSports and Authentic Sports Fans
by Taeyeon Oh, Joon-Ho Kang, Younghan Lee and Soyon Michelle Choi
Behav. Sci. 2024, 14(4), 313; https://doi.org/10.3390/bs14040313 - 11 Apr 2024
Cited by 1 | Viewed by 2333
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 [...] Read more.
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. Full article
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22 pages, 1533 KiB  
Article
Effects of a Physical Training Program on Cognitive and Physical Performance and Health-Related Variables in Professional esports Players: A Pilot Study
by Manuel Sanz-Matesanz, Luis Manuel Martínez-Aranda and Gemma María Gea-García
Appl. Sci. 2024, 14(7), 2845; https://doi.org/10.3390/app14072845 - 28 Mar 2024
Cited by 5 | Viewed by 2853
Abstract
The present study focused on the effects of a physical training program on physical- and psychological-related variables in professional esports players. Five professional League of Legends (LOL) players belonging to the highest national category participated in this study. Data were obtained before and [...] Read more.
The present study focused on the effects of a physical training program on physical- and psychological-related variables in professional esports players. Five professional League of Legends (LOL) players belonging to the highest national category participated in this study. Data were obtained before and after a 5 h virtual training session (acute), as well as before and after an 8-week intervention period, focused on decreasing the impact of fatigue on players’ health and performance. The results showed that a complete virtual training session influences their performance, decreasing jump height and joint mobility (p < 0.01), as well as increasing perceived physical and cognitive exertion by 76.9% (p < 0.01) and 166.67% on the “Rating of Fatigue” scale (p = 0.002). Moreover, the intervention was able to reduce the impact of fatigue (30.8% and 43.3% reduction in cognitive and overall fatigue, respectively, p < 0.05), improving, at the same time, the amount of muscle mass by 2%, jumping ability by 9.8% to 21%, and strength levels in various exercises by 63% to 173% (p < 0.01). The implementation of a physical training program is capable of reducing the players’ fatigue perception, improving their physical conditioning and health status, and decreasing the injury risk. Full article
(This article belongs to the Special Issue Human Performance and Health in Sports)
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16 pages, 4008 KiB  
Article
How Chinese Media Addresses Esports Issues: A Text Mining Comparative Analysis of Online News and Viewers’ Comments on the Hangzhou Asian Games
by Linjie Cui, Eun Joung Kim and JungYoon Kim
Electronics 2023, 12(24), 4961; https://doi.org/10.3390/electronics12244961 - 11 Dec 2023
Cited by 1 | Viewed by 2392
Abstract
As the esports industry experiences unprecedented growth, efforts to legitimize it as a recognized sport have intensified. This paper explores the transformative changes in China’s esports landscape with focus on the aftermath of its official recognition at the 2023 Asian Games in Hangzhou. [...] Read more.
As the esports industry experiences unprecedented growth, efforts to legitimize it as a recognized sport have intensified. This paper explores the transformative changes in China’s esports landscape with focus on the aftermath of its official recognition at the 2023 Asian Games in Hangzhou. For this, this study employs a data-driven comparative approach to analyze both online news data and viewer comments on a video platform broadcasting the esports tournament during the Hangzhou Asian Games. For text data, it utilized text mining techniques of the Latent Dirichlet Allocation algorithm (LDA), and for conversion from image to text, it used through the Contrastive Language–Image Pretraining (CLIP) model. The findings reveal that the text and image data in online news emphasize the industry’s positive anticipation of esports becoming a medal sport, but the public who watched esports events showed mixed expectations, doubts, or even negative sentiments about the reevaluation of esports. As evidenced in the paper, the public’s divided stance towards esports might hinder the establishment of a solid consensus in developing the necessary infrastructure or policymaking. Thus, the transition for games to be recognized as an Olympic sport after their inclusion in the Asian Games demands a prolonged period and a comprehensive blend of economic, social, cultural, and educational policies. Full article
(This article belongs to the Section Electronic Multimedia)
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14 pages, 919 KiB  
Article
Beyond the Screen: Do Esports Participants Really Have More Physical Health Problems?
by Di Tang, Kim-wai Raymond Sum, Ruisi Ma and Wai-keung Ho
Sustainability 2023, 15(23), 16391; https://doi.org/10.3390/su152316391 - 28 Nov 2023
Cited by 5 | Viewed by 3334
Abstract
This cross-sectional study aimed to explore the association between esports participation and physical health and examine the difference in physical health problems between esports participants and non-esports participants. A total of 1549 young adults participated in this investigation. A total of 633 participants [...] Read more.
This cross-sectional study aimed to explore the association between esports participation and physical health and examine the difference in physical health problems between esports participants and non-esports participants. A total of 1549 young adults participated in this investigation. A total of 633 participants were categorized as esports participants, and they were involved in six types of esports games: shooting games, multiplayer online battle arena games, strategy card games, sports games, real-time strategy games, and fighting games. An online survey was conducted to gather data on their demographic information, gaming behavior, traditional sports behavior, and physical health problems. The results demonstrated that esports players reported significantly higher participation in traditional sports compared to non-esports players. No significant differences were found in sleep duration or the selected physical health issues between the two groups. Overall, the findings suggest that esports participation was not associated with negative physical health in this sample of young adults. Furthermore, this study found that players who conscientiously took intermittent breaks and maintained a standardized sitting posture during gameplay had a lower likelihood of reporting neck and back pain. These findings have important implications for challenging conventional negative perceptions of esports and promoting a more objective understanding and appreciation of esports and the sustainable development of esports players. Future research is necessary to explore potential causal relationships between esports participation and health outcomes and to develop a healthier esports practice modality from a sports science perspective. Full article
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