Potential Risks Associated with eSportsmen Activities: an Empirical Study

The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.

Авторы
Bonkalo T.I.1 , Stepanova O.N. 2, 3 , Latushkina E.N. 2, 4 , Kozlyatnikov O.A.5 , Kumancova E.S.6
Номер выпуска
8
Язык
Английский
Страницы
280-284
Статус
Опубликовано
Том
22
Год
2022
Организации
  • 1 State Budgetary Institution «Research Institute for Healthcare Organization and Medical Management of Moscow Healthcare Department»
  • 2 Russian State Social University
  • 3 State Federal Budget Institution of Higher Education Moscow Pedagogical State University (MPGU)
  • 4 Peoples' Friendship University of Russia
  • 5 Astrakhan State Medical University
  • 6 Moscow State Technical University of Civil Aviation
Ключевые слова
киберспорт; эмоциональный фон; компьютерные игры; бизнес; наука
Дата создания
28.12.2023
Дата изменения
28.12.2023
Постоянная ссылка
https://repository.rudn.ru/ru/records/article/record/95771/
Поделиться

Другие записи