2021
DOI: 10.1016/j.addbeh.2021.107056
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The structural characteristics of esports gaming and their behavioral implications for high engagement: A competition perspective and a cross-cultural examination

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Cited by 11 publications
(6 citation statements)
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References 51 publications
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“…As seen in Table 2 , 44 studies found an association of a social structural feature with either GD and/or a proxy variable. The most studied associations within this category were between general socialization features and GD ( n = 10) or a proxy ( n = 23) ( Beranuy et al., 2013 ; Chang, 2013 ; Cheng, 2019 ; Dietrich, Mulcahy, & Knox, 2018 ; Elliott et al., 2012 ; Ghuman & Griffiths, 2012 ; Heng, Zhao, & Wang, 2020 ; Hsu, Lee, & Wu, 2005 ; Hull, Williams, & Griffiths, 2013 ; Kang, Lu, Guo, & Zhao, 2020 ; Karlsen, 2011 ; King et al., 2011 , 2017 ; Klimmt, Schmid, & Orthmann, 2009 ; Laconi et al., 2017 ; Land, 2015 ; Lee & Schoenstedt, 2011 ; Lewis, 2016 ; Mao, 2021 ; McLean & Griffiths, 2013 ; Quick & Atkinson, 2014 ; Smyth, 2007 ; Wood et al., 2004 , 2007 ). General socialization features were within games features related to in-game socialization as a motive without clearly delineating the specific structural feature.…”
Section: Resultsmentioning
confidence: 99%
“…As seen in Table 2 , 44 studies found an association of a social structural feature with either GD and/or a proxy variable. The most studied associations within this category were between general socialization features and GD ( n = 10) or a proxy ( n = 23) ( Beranuy et al., 2013 ; Chang, 2013 ; Cheng, 2019 ; Dietrich, Mulcahy, & Knox, 2018 ; Elliott et al., 2012 ; Ghuman & Griffiths, 2012 ; Heng, Zhao, & Wang, 2020 ; Hsu, Lee, & Wu, 2005 ; Hull, Williams, & Griffiths, 2013 ; Kang, Lu, Guo, & Zhao, 2020 ; Karlsen, 2011 ; King et al., 2011 , 2017 ; Klimmt, Schmid, & Orthmann, 2009 ; Laconi et al., 2017 ; Land, 2015 ; Lee & Schoenstedt, 2011 ; Lewis, 2016 ; Mao, 2021 ; McLean & Griffiths, 2013 ; Quick & Atkinson, 2014 ; Smyth, 2007 ; Wood et al., 2004 , 2007 ). General socialization features were within games features related to in-game socialization as a motive without clearly delineating the specific structural feature.…”
Section: Resultsmentioning
confidence: 99%
“…Розвиток кіберспорту як нового гібридного виду змагальної діяльності у сучасному суспільстві є надзвичайно стрімким. З появою перших великих турнірів та ліг, означена галузь спортивної практики стала платформою для виявлення, розвитку та вдосконалення навичок талановитих гравців [4,5,6]. Професійні команди та геймери отримали статус зірок, а спортивні заходи з кіберспорту залучають мільйонні аудиторії глядачів [6,7].…”
Section: огляди літератури / Literature Reviewsunclassified
“…The development of eSports as a new hybrid type of competitive activity in modern society is extremely rapid. With the appearance of the first major tournaments and leagues, this field of sports practice became a platform for identifying, developing and improving the skills of talented players [4,5,6]. Professional teams and gamers have gained the status of stars, and eSports events attract millions of viewers [6,7].…”
mentioning
confidence: 99%
“…Future studies can aim at amateur or professional players. The esports industry has held many global mobile gaming competitions, such as LOLWR Southeast Asia Icon Series, Arena of Valor World Cup and Free Fire World Series (Mao, 2021). It will be interesting to compare professional mobile players with PC players.…”
Section: Limitations and Suggestions For Future Studiesmentioning
confidence: 99%