“…Time magazine's 1981 interview of teenager Steve Juraszek for his record in a 16-hour game, Life magazine's feature on the Twin Galaxies arcade and its star players, and the inclusion of the best player of the year in the 1985 Guinness Sports Record are examples of the contribution of the media toward the professionalization of eSports and its players, in addition to its appeal to the public and the interest of other industries in the entertainment industry. 3 History has led its way with events that implicitly witness the appreciation of eSports way ahead of time that is expected. These events bookmark the growing interest of eSports in the audience as well as emphasize the importance of media in the evolution of eSports.…”
The rapidly expanding realm of Electronic Sports (eSports) has captivated global attention, blurring the lines between virtual entertainment and traditional athletics. As participation in eSports continues to rise, these competitive gaming platforms are increasingly recognized as legitimate sports. However, with this surge in participation, there's a simultaneous increase in the susceptibility to health hazards, spanning both physical and psychological domains. Musculoskeletal injuries, caused by extended sedentary postures and repetitive motions, afflict eSports athletes, resulting in discomfort in the wrists and hands, alongside back and neck problems. The prolonged exposure to screens predisposes participants to vision-related concerns, highlighting the imperative of addressing ocular health within the eSports community. Simultaneously, the intense cognitive demands and competitive pressures exacerbate mental health challenges, resulting in depression and anxiety among players. Similar to traditional athletes, eSports competitors need appropriate protocols to minimize injury risks, alongside access to medical intervention to manage potential health hazards. This review comprehensively analyses the health dynamics of eSports, elucidating injury profiles, intervention strategies, and health optimization protocols essential for safeguarding the well-being of eSports athletes and enhancing awareness within the eSports community.
“…Time magazine's 1981 interview of teenager Steve Juraszek for his record in a 16-hour game, Life magazine's feature on the Twin Galaxies arcade and its star players, and the inclusion of the best player of the year in the 1985 Guinness Sports Record are examples of the contribution of the media toward the professionalization of eSports and its players, in addition to its appeal to the public and the interest of other industries in the entertainment industry. 3 History has led its way with events that implicitly witness the appreciation of eSports way ahead of time that is expected. These events bookmark the growing interest of eSports in the audience as well as emphasize the importance of media in the evolution of eSports.…”
The rapidly expanding realm of Electronic Sports (eSports) has captivated global attention, blurring the lines between virtual entertainment and traditional athletics. As participation in eSports continues to rise, these competitive gaming platforms are increasingly recognized as legitimate sports. However, with this surge in participation, there's a simultaneous increase in the susceptibility to health hazards, spanning both physical and psychological domains. Musculoskeletal injuries, caused by extended sedentary postures and repetitive motions, afflict eSports athletes, resulting in discomfort in the wrists and hands, alongside back and neck problems. The prolonged exposure to screens predisposes participants to vision-related concerns, highlighting the imperative of addressing ocular health within the eSports community. Simultaneously, the intense cognitive demands and competitive pressures exacerbate mental health challenges, resulting in depression and anxiety among players. Similar to traditional athletes, eSports competitors need appropriate protocols to minimize injury risks, alongside access to medical intervention to manage potential health hazards. This review comprehensively analyses the health dynamics of eSports, elucidating injury profiles, intervention strategies, and health optimization protocols essential for safeguarding the well-being of eSports athletes and enhancing awareness within the eSports community.
“…Esports, considered online video game competitions, have experienced a great growth and development in recent decades, leading to a massive increase in the number of players, spectators, and competitions worldwide (1)(2)(3). Competition is the most relevant element of Esports, with large economic investments being made and large-capacity facilities being used to host the events (4,5).…”
IntroductionEsports have experienced tremendous growth in recent years. In the scientific field, previous research has shown the determining role of psychology in competitive performance, but little is known about the factors that may be more determinant. In addition, in the amateur field, where fun and enjoyment are the most important factors, it has been observed that players can see their psychological state altered due to different factors, but it is not known if the outcome of the game (win or lose) can be influential. For this reason, the aim of the present investigation was to analyze changes in players' mood between three consecutive games as a function of the outcome of each game.MethodsA total of 14 amateur players participated in the research, all of them with previous experience and being regular League of Legends players. The participants completed the POMS questionnaire before the start of each game and the outcome of each game was recorded at the end.ResultsThe results showed that no significant pre-game differences were found in any of the games, regardless of winning or losing. Significant differences were found in the pre-game mood between the first and second game, according to the outcome of the first game, and between the second and third game, according to the outcome of the second game. Between the first and second games, there was a significant increase in depression (p = 0.038) and anger (p = 0.003) when the first game was lost; and between the second and third games, there was a decrease in tension (p = 0.003) and anger (p = 0.022) when the second game was won. In addition, it should be noted that fatigue increased significantly after each game, regardless of the outcome, and with respect to the change in mood, this was more noticeable when the first game was lost and the second was won, as significant changes were observed in tension (p = 0.028), depression (p = 0.030) and anger (p = 0.006).ConclusionPre-match mood does not influence post-match performance, but mood changes do occur between successive matches depending on the outcome of the match.
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