Abstract:Emerging adults (EAs), defined as adults aged 18 to 25, remain a difficult group to engage in healthy behaviours (including positive dieting and eating patterns). The environmental elements that influence the health behaviours of EAs have been studied. However, the literature is mixed on how online game environments, including eSports and game streaming, can be used to positively engage EAs. In this scoping review, we identified and analysed research on online games, EAs, and dietary patterns to create a behav… Show more
“…Some recent and growing papers examined the influence of eSports experience on human development, showing a promising positive relationship between eSports and neural plasticity [ 61 , 62 ]. Moreover, the high degree of participation, the controlled environment, the organized skill ratings, the social nature, and the large amount of data, make the eSport a valid field for neurocognitive research [ 47 ].…”
Recently, electronic sports (eSports) became one of the growing forms of new media due to the wide diffusion of games and online technologies. Even if there is still a debate about the definition and characterization of eSports, eAthletes train heavily, compete in tournaments, must abide by competition, association, and governing body rules, just like all other athletes. Furthermore, as in any other competitive discipline, there can be injuries. Aberrant sitting posture, repetitive movements, screen vision, prolonged playing hours, and a sedentary lifestyle can lead to several medical hazards in musculoskeletal, ophthalmology, neurological, and metabolic systems. Moreover, several cardiovascular changes occur in eAthletes. This paper aims to explore the different injuries that can occur in a professional eAthlete, suggesting how every high-level gamer could benefit from a pre-participation evaluation and a correct injury prevention strategy.
“…Some recent and growing papers examined the influence of eSports experience on human development, showing a promising positive relationship between eSports and neural plasticity [ 61 , 62 ]. Moreover, the high degree of participation, the controlled environment, the organized skill ratings, the social nature, and the large amount of data, make the eSport a valid field for neurocognitive research [ 47 ].…”
Recently, electronic sports (eSports) became one of the growing forms of new media due to the wide diffusion of games and online technologies. Even if there is still a debate about the definition and characterization of eSports, eAthletes train heavily, compete in tournaments, must abide by competition, association, and governing body rules, just like all other athletes. Furthermore, as in any other competitive discipline, there can be injuries. Aberrant sitting posture, repetitive movements, screen vision, prolonged playing hours, and a sedentary lifestyle can lead to several medical hazards in musculoskeletal, ophthalmology, neurological, and metabolic systems. Moreover, several cardiovascular changes occur in eAthletes. This paper aims to explore the different injuries that can occur in a professional eAthlete, suggesting how every high-level gamer could benefit from a pre-participation evaluation and a correct injury prevention strategy.
“…To find relevant literature, the authors used both Clarivate Analytics’ Web of Science (WoS) and Elsevier’s Scopus (Scopus), as these databases are commonly used for general scientific literature (Kumpulainen & Seppänen, 2022 ). Web of Science was used in most systematic literature reviews in the field of social marketing (for example Almosa et al, 2017 ; Dietrich et al, 2022 ; Kim et al, 2019 ; Kubacki et al, 2017 ; Truong, 2014 ) and in scoping reviews on public health-related issues (Micallef et al, 2022 ; Williamson et al, 2020 ). However, the authors chose to combine Web of Science with Scopus, as Scopus has a stronger presence in the social sciences (Mongeon & Paul-Hus, 2016 ).…”
As social marketing interventions are effective in solving social problems and the deadline to achieve the Sustainable Development Goals (SDGs) is coming closer, it is vital to see to what extent the field of social marketing is contributing to achieving the SDGs by 2030. Therefore, this scoping review mapped the social marketing literature from 2013 to 2021 while also aligning the SDGs and looking at the topical evolution. The results first show the topical dominance of public health and ‘SDG 3: Good health and wellbeing’, although its share has decreased over the years. Furthermore, the study demonstrates the increasing share of environmental issues in social marketing research, which is something that the field has long called for. However, the number of articles on energy and mobility has decreased over the last eight years. Then, the study highlights which SDGs need increasing attention in social marketing research. The study found four SDGs which were barely studied. Most of these are poverty-related SDGs: ‘SDG 1: No poverty’, ‘SDG 9: Industry, innovation, and infrastructure’, ‘SDG 4: Quality education’ and ‘SDG 14: Life below water’. Furthermore, the results highlighted that the share of ‘SDG 10: Reduced inequalities’, ‘SDG 5: Gender equality’, and mostly ‘SDG 7: Affordable and clean energy’ has decreased, which is troublesome amid an energy crisis. This study is relevant to social marketers because it is the first scoping review to map social marketing and the SDGs (2013–2021). It will guide future research and interventions to help achieve the SDGs on time.
“…However, researchers suggest that esports may lead individuals to adopt a healthier lifestyle themselves or act as a lever for authorities to promote this healthy lifestyle (Chan et al, 2022;Ketelhut et al, 2021;Micallef et al, 2022;Polman et al, 2018;Schary et al, 2022). For example, some hypothesize that participation in certain esports (e.g., sports simulations) could motivate players to engage in real PA (Adachy & Willoughby, 2015;Jenny & Schary, 2014).…”
Section: Authors' Contributionmentioning
confidence: 99%
“…Thus, these other reviews confirm the relevance of our own research work. Micallef et al (2022) conducted another scoping review, identifying 23 health behavior influences in online gaming among emerging adults. These influences included family, virtual peers, characters, guild, console manufacturer or brands, esports events, esports organizations, and esports athletes.…”
Section: Authors' Contributionmentioning
confidence: 99%
“…While some studies have investigated the influence of exergames (Chan et al, 2019;Li & Lwin, 2016;Navarro et al, 2020), augmented reality games such as Pokémon Go (Koivisto et al, 2019;Wong, 2017), or sports simulation games (Adachi & Willoughby, 2015) on PA, we found no studies providing data on the influence of esports on PA. However, several studies have suggested that playing esports can potentially lead to an increased awareness of the importance of PA or be a relevant medium for promoting PA among a young population (Chan et al, 2022;Ketelhut et al, 2021;Micallef et al, 2022;Polman et al, 2018;Schary et al, 2022). There are several reasons why a player might want to exercise: to improve in-game performance, to improve their physical appearance, to reduce or prevent injury and be healthy, or to improve mental toughness.…”
Section: Influence Of Esports On Physical Activitymentioning
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.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.