ijerph-logo

Journal Browser

Journal Browser

Mental and Physical Health, Aggressiveness, and Sedentary Behavior on eSports and Videogames

A special issue of International Journal of Environmental Research and Public Health (ISSN 1660-4601). This special issue belongs to the section "Sport and Health".

Deadline for manuscript submissions: closed (31 January 2022) | Viewed by 75968

Special Issue Editors


E-Mail Website
Guest Editor
Facultad de Educación, Universidad Internacional de La Rioja, Avenida de la Paz 137, 26002 Logroño, Spain
Interests: psychophysiological response to competition; competitive brain; sports medicine; fitness; aggressive behaviors

E-Mail Website
Guest Editor
Departament de Psicobiologia, Facultat de Psicologia, Universitat de València, 46010 València, Spain
Interests: stress; hormones; human competition; evolutionary; biopsychology

E-Mail Website
Guest Editor
Faculty of Medicine, University of Malaga—Andalucia Tech, 29071 Malaga, Spain
Interests: human physiology; sport psychology; sedentary behaviors; obesity; injuries; environmental medicine

E-Mail Website
Guest Editor
Translational Research Institute, AdventHealth, 301 East Princeton Street, Orlando, FL 32804, USA
Interests: exercise physiology; energy metabolism; body composition; physical activity and sedentarism; childhood and adolescence physiology

Special Issue Information

Dear Colleagues,

eSports are a consolidation of video game competition as a show open to the real or potential masses of spectators and fans in person or through the Internet and other open-access platforms.

These events have grown exponentially in the last 10 years, offering teams and players a new professional environment to look for incentives. Some studies have suggested a direct relationship between the use of violent video games and aggressive behavior in young players. However, results from recent meta-analyses have not shown enough evidence for a cause–effect relationship. Recently, the World Health Organization incorporated video game addiction disorder into the “mental health” section, pointing out the need to increase current knowledge about the impact that eSports and video games could have on mental health, physical fitness, social relations, sedentary lifestyle, and youth obesity. Hence, this issue aims to be a platform to publish original and novel studies in this field to allow open access to researchers and the general public for a better understanding of a novel, contemporary, and necessary topic.

Prof. Dr. Manuel Jiménez
Dr. Ferran Suay
Prof. Dr. José Ramón Alvero-Cruz
Prof. Dr. Elvis A. Carnero
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. International Journal of Environmental Research and Public Health is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2500 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • eSports
  • videogame
  • gamification
  • mental health
  • physical fitness
  • sedentary behavior
  • obesity

Published Papers (7 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Research

Jump to: Review

13 pages, 387 KiB  
Article
Professional Esports Players: Motivation and Physical Activity Levels
by Frano Giakoni-Ramírez, Eugenio Merellano-Navarro and Daniel Duclos-Bastías
Int. J. Environ. Res. Public Health 2022, 19(4), 2256; https://doi.org/10.3390/ijerph19042256 - 16 Feb 2022
Cited by 26 | Viewed by 6616
Abstract
The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this [...] Read more.
The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this field. The aim of this study was to analyse the relationship between physical activity levels and motivational orientations in an international sample of professional esports players. A cross-sectional and observational study was conducted in European and Latin American countries. The sample was non-probabilistic by convenience, and 260 male professional esports players were recruited. A survey was used that included demographic data, body composition, physical activity (International Physical Activity Questionnaire), and motivation (Sport Motivation Scale). The results show that 92.7% of professional esports players have moderate and high levels of physical activity and that players with low levels of physical activity have positive values in all dimensions of motivation. It is concluded that extrinsic and intrinsic motivation correlates inversely with energy expenditure. Full article
19 pages, 914 KiB  
Article
Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games
by Manuela Linares, M. Dolores Gallego and Salvador Bueno
Int. J. Environ. Res. Public Health 2021, 18(7), 3687; https://doi.org/10.3390/ijerph18073687 - 1 Apr 2021
Cited by 12 | Viewed by 4478
Abstract
This study is focused on the massively multiplayer online games’ acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is [...] Read more.
This study is focused on the massively multiplayer online games’ acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an attempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partial least squares (PLS-SEM) methodology. This PLS-SEM model has been defined using a combination of the technology acceptance model (TAM) and the self-determination theory (SDT), comprising eight constructs: (1) autonomy and competence, (2) relatedness, (3) achievement and challenge, (4) flow experience, (5) perceived enjoyment, (6) social well-being, (7) perceived ease of use, and (8) continuance intention. The findings reveal that continuance intention impacts on social well-being. Moreover, the pivotal role of flow experience for continuance intention has been demonstrated. Additionally, continuance intention has been impacted by the perceived enjoyment, showing that it is a key construct for the acceptance of massively multiplayer online games. Thus, two contributions are highlighted. First, these results provide the gaming industry and software developer companies with considerations on gamers’ motivations in the online game design, in order to stimulate and incentivize its use. Second, the present study can be useful for academicians and practitioners to understand the online gamers’ emotions and well-being, showing some light over their psychology and mental health. Finally, limitations and future directions are exposed. Full article
Show Figures

Figure 1

8 pages, 885 KiB  
Article
The Role of Experience, Perceived Match Importance, and Anxiety on Cortisol Response in an Official Esports Competition
by Guillermo Mendoza, Vicente Javier Clemente-Suárez, José Ramón Alvero-Cruz, Iván Rivilla, Jerónimo García-Romero, Manuel Fernández-Navas, Margarita Carrillo de Albornoz-Gil and Manuel Jiménez
Int. J. Environ. Res. Public Health 2021, 18(6), 2893; https://doi.org/10.3390/ijerph18062893 - 12 Mar 2021
Cited by 11 | Viewed by 5710
Abstract
The aim of the present study was to analyse the neuroendocrine stress response, psychological anxiety response, and perceived match importance (PMI) between expert and non-expert control gamers in an official competitive context. We analyzed, in 25 expert esports players and 20 control participants, [...] Read more.
The aim of the present study was to analyse the neuroendocrine stress response, psychological anxiety response, and perceived match importance (PMI) between expert and non-expert control gamers in an official competitive context. We analyzed, in 25 expert esports players and 20 control participants, modifications in their somatic anxiety, cognitive anxiety, self-confidence, PMI, and cortisol in a League of Legends competition. We found how expert esports players presented higher cortisol concentrations (Z = 155.5; p = 0.03; Cohen’s d = −0.66), cognitive anxiety (Z = 99.5; p = 0.001), and PMI (Z = 50.5; p < 0.001) before the competition than non-experts participants. We found a greater statistical weight in the cognitive variables than in the physiological ones. The results obtained suggest that real competitive context and player’s expertise were factors associated with an anticipatory stress response. The PMI proved to be a differentiating variable between both groups, highlighting the necessity to include subjective variables that contrast objective measurements. Full article
Show Figures

Figure 1

8 pages, 293 KiB  
Article
Relationship of Internet Gaming Disorder with Psychopathology and Social Adaptation in Italian Young Adults
by Concetta De Pasquale, Federica Sciacca, Valentina Martinelli, Matteo Chiappedi, Carmela Dinaro and Zira Hichy
Int. J. Environ. Res. Public Health 2020, 17(21), 8201; https://doi.org/10.3390/ijerph17218201 - 6 Nov 2020
Cited by 31 | Viewed by 4871
Abstract
Internet addiction is currently considered a worldwide problem, with a possible impact on mental health. This study aimed to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults and to explore its association with psychopathological symptoms. Our sample included 566 [...] Read more.
Internet addiction is currently considered a worldwide problem, with a possible impact on mental health. This study aimed to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults and to explore its association with psychopathological symptoms. Our sample included 566 young adults (324 males/242 females; age: 22.74 ± 4.83 years). Participants were asked to state their favorite games and complete the following questionnaires: the Internet Gaming Disorder Scale Short Form (IGD9-SF); the APA symptom checklist, based on DSM-5 diagnostic criteria for IGD; the Symptom Checklist-90 Revised (SCL-90 R); and the Social Adaptation Self Evaluation Scale (SASS). Use of video games was common among study participants (95% of the sample). Thirty subjects (5.3% of the sample) matched criteria for a clinical diagnosis of IGD. Data showed a positive correlation between higher use of online games and higher levels of depression (r = 0.501), anxiety (r = 0.361) and psychoticism (r = 0.431), and lower family and extra-family relationships (r = −0.383). At linear regression analysis, somatization (p = 0.002), depression (p = 0.001) and sleep disturbances (p = 0.003) were predictors of IGD diagnosis. IGD was significantly associated to mental health distress. Healthcare professionals should be aware of the problematic consequences of online gaming. Full article
20 pages, 2551 KiB  
Article
Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player
by Luis Javier Cabeza-Ramírez, Sandra M. Sánchez-Cañizares and Fernando J. Fuentes-García
Int. J. Environ. Res. Public Health 2020, 17(19), 7019; https://doi.org/10.3390/ijerph17197019 - 25 Sep 2020
Cited by 20 | Viewed by 34398
Abstract
A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and [...] Read more.
A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player. Full article
Show Figures

Figure 1

10 pages, 581 KiB  
Article
Adaptation and Validation of the Scale of Types of Users in Gamification with the Spanish Adolescent Population
by Ana Manzano-León, Pablo Camacho-Lazarraga, Miguel A. Guerrero-Puerta, Laura Guerrero-Puerta, Antonio Alias, Rubén Trigueros and José M. Aguilar-Parra
Int. J. Environ. Res. Public Health 2020, 17(11), 4157; https://doi.org/10.3390/ijerph17114157 - 10 Jun 2020
Cited by 13 | Viewed by 3385
Abstract
The video game has been one of the phenomena with the greatest impact on the entire social fabric, and especially among young people. Therefore, it is essential to understand the interaction between the players and the video game itself. However, few instruments have [...] Read more.
The video game has been one of the phenomena with the greatest impact on the entire social fabric, and especially among young people. Therefore, it is essential to understand the interaction between the players and the video game itself. However, few instruments have been designed to assess the types of players in the adolescent population. Therefore, the purpose of this study was to validate the Gamification User Types Hexad Scale for the Spanish adolescent population. The sample of participants consisted of 1345 adolescents between the ages of 13 and 18. To evaluate the psychometric properties of the scale, a confirmatory factor analysis and a multi-group analysis of invariance by sex were performed. The results provide evidence of a valid and reliable six-factor instrument to measure the types of players in the Spanish adolescent population, regardless of their sex. Full article
Show Figures

Figure 1

Review

Jump to: Research

21 pages, 873 KiB  
Review
A Systematic Review of Literature on User Behavior in Video Game Live Streaming
by Yi Li, Chongli Wang and Jing Liu
Int. J. Environ. Res. Public Health 2020, 17(9), 3328; https://doi.org/10.3390/ijerph17093328 - 11 May 2020
Cited by 52 | Viewed by 15107
Abstract
Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming. With the rapid popularity of video game live streaming in the past decade, researchers have started to investigate the relationship between the use of [...] Read more.
Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming. With the rapid popularity of video game live streaming in the past decade, researchers have started to investigate the relationship between the use of video game live streaming and various psychological variables. In order to fully understand the factors that affected user participation (streamers and audiences) in video game live streaming and provide a reference to the mental health issues of Internet addiction, this paper summarizes the relevant literature on user behavior in video game live streaming. First, we comprehensively searched literature in six social science databases and thus obtained 24 papers that meet our inclusion criteria. Second, the above literature was presented in table form for classification and we found that the effect factors of user behavior in video game live streaming mainly include user demands and platform impact. Based on Use and Satisfaction theory, this paper reviewed the following four aspects: streamer demand, audience demand, interaction behavior and platform impact, then a relevant theoretical framework was constructed. Finally, this paper looks forward to possible future research topics based on the research platform, research data and research content and so on, hoping to provide a foundation and new ideas for future research. Full article
Show Figures

Figure 1

Back to TopTop