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An eSport Research: Psychological Well-Being Differences of Teenagers in Terms of Several Variables

Year 2020, Volume: 1 Issue: 1, 31 - 39, 15.06.2020

Abstract

Teenagers who tend to have an esport career are steadily increased while esport is trending for more than a decade. As esport sector offers job opportunities and massive earnings, it is predictable that why teenagers desire to become a professional esport player or to work in esport sector. On the other hand, massive gameplay times may lead to psychological problems. As current employment and earnings effect mental health in several aspects, uncertainty of esport sector’s effect is an enigma. The sample of this study consists of 368 participants from all over the world. Web-based questionnaire and psychological well-being scale was used to collect the data which had been collected via Steam Community and Facebook. In this study we compared psychological well-beings of teenagers with aspect of their employment status and daily game play times. In accordance with the results, professional esport players have significantly lower psychological well-being than other two working groups. Also group of two playing more than 6 hours per day have significantly lower psychological well-being than the group of two playing less than 6 hours per day.

References

  • American Academy of Pediatrics. (2001). Children, Adolescents and Televisions. Committee on Public Education, Pediatrics, 107(2), 423-426.
  • APA. (2013). Diagnostic and Statistical Manual of Mental Disorders. Arlington: American Psychiatric Association.
  • Bonnar, D., Lee, S., Gradisar, M., & Suh, S. (2019). Risk factors and sleep intervation considerations in eSports: A Review and Practical Guide. The Korean Society of Sleep Medicine, 10(2), 59-66.
  • Chung, T., Sum, S., Monique, C., Lai, E., & Cheng, N. (2019). Will esports result in a higher prevalence of problamatic gaming? A review of the global situation. Journal of Behavioral Addictions, 8(3), 384-395.
  • Co, P. (Director). (2014). Free to Play [Motion Picture]. USA.
  • Diener, E., Wirtz, D., Biswas-Diener, R., Tov, W., Kim-Pietro, C., & Choi, D. (2009). New measures of well-being. Social Indicators Research Series, 39.
  • Diener, E., Wirtz, D., Tov, W., Kim-Prieto, C., Choi, D., Oishi, S., & Biswas-Diener, R. (2010). New well-being measures: Short scales to assess flourishing and positive and negative feelings. Social Indicators Research, 97, 143-156.
  • DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G., & Zwibel, H. (2019). Managing the health of the eSport athlete: an integrated health management model. BMJ Open Sport & Exercise Medicine, doi: 10.1136/bmjsem-2018-000467.
  • Doyle, A. (2019, July 3). What is the Average Hours Per Week Worked in the US? Retrieved from www.thebalancecareers.com/what-is-the-average-hours-per-week-worked-in-the-us-2060631
  • Erzberger, T. (2018, August 20). Mental health issues remain pervasive problemin epsorts scene. Retrieved from ESPN Sports: www.espn.com/esports/story/_/id/24427802/mental-health-issues-esports-remain-silent-very-real-threat-players
  • Goodling, L. (2019, April 7). Streamer sets the record for most hours streamed in a single month on Twitch. Retrieved from Dot Esports: https://dotesports.com/streaming/news/streamer-sets-the-record-for-most-hours-streamed-in-a-single-month-ontwitch
  • Gravetter, E. & Forzano, L. (2012). Selecting research participants. Res. Methods Behav. Sci. 125-139.
  • Griffiths, M. (2017). The psychosocial impact of professional gambling, professional video gaming and eSports. Casino and Gaming International. 28, 59-63.
  • Hallman, K., & Giel, T. (2018). 'eSports-Competitive sports or recreational activity?'. Sport Management Review. 21(1), 14-20. doi:10.1016/j.smr.2017.07.011.
  • Hamari, J., & Sjöblom, M. (2017). "What is eSports and why do people watch it?". Internet Research, 27 (2), 211-232. doi.org/10.1108/IntR-04-2016-0085.
  • Hawi, N., & Rupert, M. (2015). Impact of e-discipline on children's screen time. CyberPsychology, Behavior and Social Network, 18(6), 337-342.
  • Hebbel-Seeger, A. (2012). The relationship between real sports and digital adaptation in e-sport gaming. International Journal of Sports Marketing and Sponsorship, 13(2), 43-54.
  • Holden, J., Kaburakis, A., & Rodenberg, R. (2018). 'Esports: Children, stimulants and video-gaming-induced inactivity'. Journal of Paediatrics and Child Health. 54(8), 830-831. doi:10.1111/jpc.13897.
  • Jabos, H. (2015, May 11). Here's the insane training schedule of a 20-something professional gamer. . Retrieved from Business Insider: www.businessinsider.com/pro-gamersexplain-the-insane-training-regimen-they-use-to-stay-on-top-2015-5?=US&IR=t&IR=T
  • Joindota. (2016, November 4). Lucrative Streaming is Destroying the Careers in China Says iceiceice. Retrieved from https://www.joindota.com/en/news/46242-lucrative-streaming-is-destroyingthecareers-
  • Joindota. (2019, May 18). Redeye opens up about his struggle with mental illness. Retrieved from https://www.joindota.com/en/news/82427-redeye-opens-up-about-his-struggle-with-mental-illness
  • Jonasson, K., & Thiburg, J. (2010). Electronic sports and its impact on future sports. Sport in Society 13(2), 287-299.
  • Kampmann, B. (2001). Playing and gaming. The Int. J. of Computer Game Res. 3-1.
  • Kari, T., & Karhulati, V. (2016). Do E-athletes Move? A Study on Training and Physical Exercise in Elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), doi:10.4018/IJGCMS.2016100104.
  • Kim, K., & Kim, K. (2015). Internet game addiction, parental attachment, and parenting of adolescents in South Korea. Journal of Child & Adolescent Substance Abuse, 24, 366-371.
  • Kocadağ, M. (2019). Investigaitng psyhological well-being levels of teenagers interested in epsort career. Research on Education and Psychology, 3(1), 1-10.
  • Kocadağ, M. (2019). Investigating career decision levels of adolescents interested in electronic sports in terms of several variables (Master Thesis). Bursa: Bursa Uludağ University Educational Sciences.
  • Krustofski, N. (2019, December 12). Mental Health and Dota 2. Retrieved from www.joindota.com/en/news/88580-mental-health-and-dota-2
  • Krustofski, N. (2020, January 27). Update: Ceb goes inactive, takes on new challenges at OG. Retrieved from www.joindota.com/en/news/89549-update-ceb-goes-inactive-takes-on-new-challenges-at-og
  • Lejacq, Y. (2018, October 24). How fast is fast? Some pro gamers make 10 moves per second. Retrieved from https://www.nbcnews.com/technology/how-fast-is-fast-some-pro-gamers-make-10-moves-per-second-8C11422946
  • Macey, J., & Hamari, J. (2018). Esports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New media & Society, 1-22.
  • Melbourne, K., & Campbell, M. (2019, November 16). Professional gaming may have an underage gambling problem. Retrieved from Bloomberg: bloomberg.com/news/articles/2015-09-07/professionalvideo-gaming-has-an-underage-gambling-problem
  • Newell, A. (2018, October 03). How much money does Faker make? We break it down. Retrieved from dotesports.com: dotesports.com/league-oflegends/news/faker-earnings-league-of-legends-14357
  • Nilsson, F., & Lee, J. (2019). Looking into possible mental factors that affect professional esports players (Dissertation). Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-393700
  • NPD. (2010). Extreme gamers spend two full days per week playing video games. Retrieved from https://www.npd.com/press/releases/press_100572b.html
  • Pereiara, A., Figueiredo, P., Seabra, A., & Brito, J. (2019). Evaluation of physical activity levels in FPF eSport e-athletes. CIDESD 2019 International Congress.
  • Pishchik, V., Molokhina, G., Petrenko, E., & Milova Yu, V. (2019). Features of mental activity of students-esport players. International Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE). 7(2), 67-76.
  • Put Tank in a Mall. (2018, August 22). Sumails Motivation. Retrieved from youtube.com/watch?v=EjEswyrbY8o
  • Raghuram, V. (2020, January 22). Valve bans TIMS, Gabbi and 23savage for Toxicity. Retrieved from afkgaming.com/articles/dota2/News/3142-Valve-bans-TIMS-Gabbi-and-23savage-for-Toxicity
  • Red Bull. (2019). İşin Uzmanlarından Esporcu Sağlığı Hakkında Her Şey. Retrieved from https://www.redbull.com/tr-tr/esporcu-sagligi-roportaji
  • Smith, M., Birch, P., & Bright, D. (2019). Identifying stressors and coping strategies of elite esports competitors. International Journal of Gaming and Computer-Meidated Simulations (IJGCMS) 11(2), 22-39. doi:10.4018/IJGCMS.2019040102.
  • Stanton, R. (2015, June 22). The Secret to eSports athletes' success? Lots-and lots- of practice ESPN. Retrieved from ESPN: http://www.espn.com/espn/story/_/id/13053116/esports-athletes puthours-training-reach-pinnacle
  • Steinkuehler, C. (2019). Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play. Games and Culture. 15(1), 3-8. https://doi.org/10.1177/1555412019836855.
  • Tabachnik, B. G. & Fidel, L. S. (2007). Using Multivariate Statistics (5th ed.). Boston: Pearson/Allyn & Bacon.
  • Talbot, C. (2019, July 26). According to a new study Dota 2 has the most toxic online community. Retrieved from www.pcgamesn.com/dota-2/toxic-online-community
  • TheScore Esports. (2019, November 16). ESL Told Players to Lie at the Border and We Have Proof. Retrieved from www.youtube.com/watch?v=uNEE8--NTm4
  • TheScore Esports. (2019, March 7). Top 10 Worst Esports Tournaments… So Far. Retrieved from www.youtube.com/watch?v=KgnIreBfpSE&t=10s
  • Tosini, G., Ferguson, I., & Tsubota, K. (2016). Effects of blue light on the circadian system and eye. Molecular Vision Biology and Genetics in Vision Research. 22, 61-72.
  • Wohn, D., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. . Games and Culture. 15(1), 73-88. https://doi.org/10.1177/1555412019859184.
  • Wu, T., Scott, D., & Yang, C. (2007). Advenced or addicted? Exploring the relationship of recreation specialization to flow experiences and online game addiction. Leisure Sciences, 12(4), 1169-1182.
Year 2020, Volume: 1 Issue: 1, 31 - 39, 15.06.2020

Abstract

References

  • American Academy of Pediatrics. (2001). Children, Adolescents and Televisions. Committee on Public Education, Pediatrics, 107(2), 423-426.
  • APA. (2013). Diagnostic and Statistical Manual of Mental Disorders. Arlington: American Psychiatric Association.
  • Bonnar, D., Lee, S., Gradisar, M., & Suh, S. (2019). Risk factors and sleep intervation considerations in eSports: A Review and Practical Guide. The Korean Society of Sleep Medicine, 10(2), 59-66.
  • Chung, T., Sum, S., Monique, C., Lai, E., & Cheng, N. (2019). Will esports result in a higher prevalence of problamatic gaming? A review of the global situation. Journal of Behavioral Addictions, 8(3), 384-395.
  • Co, P. (Director). (2014). Free to Play [Motion Picture]. USA.
  • Diener, E., Wirtz, D., Biswas-Diener, R., Tov, W., Kim-Pietro, C., & Choi, D. (2009). New measures of well-being. Social Indicators Research Series, 39.
  • Diener, E., Wirtz, D., Tov, W., Kim-Prieto, C., Choi, D., Oishi, S., & Biswas-Diener, R. (2010). New well-being measures: Short scales to assess flourishing and positive and negative feelings. Social Indicators Research, 97, 143-156.
  • DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G., & Zwibel, H. (2019). Managing the health of the eSport athlete: an integrated health management model. BMJ Open Sport & Exercise Medicine, doi: 10.1136/bmjsem-2018-000467.
  • Doyle, A. (2019, July 3). What is the Average Hours Per Week Worked in the US? Retrieved from www.thebalancecareers.com/what-is-the-average-hours-per-week-worked-in-the-us-2060631
  • Erzberger, T. (2018, August 20). Mental health issues remain pervasive problemin epsorts scene. Retrieved from ESPN Sports: www.espn.com/esports/story/_/id/24427802/mental-health-issues-esports-remain-silent-very-real-threat-players
  • Goodling, L. (2019, April 7). Streamer sets the record for most hours streamed in a single month on Twitch. Retrieved from Dot Esports: https://dotesports.com/streaming/news/streamer-sets-the-record-for-most-hours-streamed-in-a-single-month-ontwitch
  • Gravetter, E. & Forzano, L. (2012). Selecting research participants. Res. Methods Behav. Sci. 125-139.
  • Griffiths, M. (2017). The psychosocial impact of professional gambling, professional video gaming and eSports. Casino and Gaming International. 28, 59-63.
  • Hallman, K., & Giel, T. (2018). 'eSports-Competitive sports or recreational activity?'. Sport Management Review. 21(1), 14-20. doi:10.1016/j.smr.2017.07.011.
  • Hamari, J., & Sjöblom, M. (2017). "What is eSports and why do people watch it?". Internet Research, 27 (2), 211-232. doi.org/10.1108/IntR-04-2016-0085.
  • Hawi, N., & Rupert, M. (2015). Impact of e-discipline on children's screen time. CyberPsychology, Behavior and Social Network, 18(6), 337-342.
  • Hebbel-Seeger, A. (2012). The relationship between real sports and digital adaptation in e-sport gaming. International Journal of Sports Marketing and Sponsorship, 13(2), 43-54.
  • Holden, J., Kaburakis, A., & Rodenberg, R. (2018). 'Esports: Children, stimulants and video-gaming-induced inactivity'. Journal of Paediatrics and Child Health. 54(8), 830-831. doi:10.1111/jpc.13897.
  • Jabos, H. (2015, May 11). Here's the insane training schedule of a 20-something professional gamer. . Retrieved from Business Insider: www.businessinsider.com/pro-gamersexplain-the-insane-training-regimen-they-use-to-stay-on-top-2015-5?=US&IR=t&IR=T
  • Joindota. (2016, November 4). Lucrative Streaming is Destroying the Careers in China Says iceiceice. Retrieved from https://www.joindota.com/en/news/46242-lucrative-streaming-is-destroyingthecareers-
  • Joindota. (2019, May 18). Redeye opens up about his struggle with mental illness. Retrieved from https://www.joindota.com/en/news/82427-redeye-opens-up-about-his-struggle-with-mental-illness
  • Jonasson, K., & Thiburg, J. (2010). Electronic sports and its impact on future sports. Sport in Society 13(2), 287-299.
  • Kampmann, B. (2001). Playing and gaming. The Int. J. of Computer Game Res. 3-1.
  • Kari, T., & Karhulati, V. (2016). Do E-athletes Move? A Study on Training and Physical Exercise in Elite E-Sports. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), doi:10.4018/IJGCMS.2016100104.
  • Kim, K., & Kim, K. (2015). Internet game addiction, parental attachment, and parenting of adolescents in South Korea. Journal of Child & Adolescent Substance Abuse, 24, 366-371.
  • Kocadağ, M. (2019). Investigaitng psyhological well-being levels of teenagers interested in epsort career. Research on Education and Psychology, 3(1), 1-10.
  • Kocadağ, M. (2019). Investigating career decision levels of adolescents interested in electronic sports in terms of several variables (Master Thesis). Bursa: Bursa Uludağ University Educational Sciences.
  • Krustofski, N. (2019, December 12). Mental Health and Dota 2. Retrieved from www.joindota.com/en/news/88580-mental-health-and-dota-2
  • Krustofski, N. (2020, January 27). Update: Ceb goes inactive, takes on new challenges at OG. Retrieved from www.joindota.com/en/news/89549-update-ceb-goes-inactive-takes-on-new-challenges-at-og
  • Lejacq, Y. (2018, October 24). How fast is fast? Some pro gamers make 10 moves per second. Retrieved from https://www.nbcnews.com/technology/how-fast-is-fast-some-pro-gamers-make-10-moves-per-second-8C11422946
  • Macey, J., & Hamari, J. (2018). Esports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New media & Society, 1-22.
  • Melbourne, K., & Campbell, M. (2019, November 16). Professional gaming may have an underage gambling problem. Retrieved from Bloomberg: bloomberg.com/news/articles/2015-09-07/professionalvideo-gaming-has-an-underage-gambling-problem
  • Newell, A. (2018, October 03). How much money does Faker make? We break it down. Retrieved from dotesports.com: dotesports.com/league-oflegends/news/faker-earnings-league-of-legends-14357
  • Nilsson, F., & Lee, J. (2019). Looking into possible mental factors that affect professional esports players (Dissertation). Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-393700
  • NPD. (2010). Extreme gamers spend two full days per week playing video games. Retrieved from https://www.npd.com/press/releases/press_100572b.html
  • Pereiara, A., Figueiredo, P., Seabra, A., & Brito, J. (2019). Evaluation of physical activity levels in FPF eSport e-athletes. CIDESD 2019 International Congress.
  • Pishchik, V., Molokhina, G., Petrenko, E., & Milova Yu, V. (2019). Features of mental activity of students-esport players. International Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE). 7(2), 67-76.
  • Put Tank in a Mall. (2018, August 22). Sumails Motivation. Retrieved from youtube.com/watch?v=EjEswyrbY8o
  • Raghuram, V. (2020, January 22). Valve bans TIMS, Gabbi and 23savage for Toxicity. Retrieved from afkgaming.com/articles/dota2/News/3142-Valve-bans-TIMS-Gabbi-and-23savage-for-Toxicity
  • Red Bull. (2019). İşin Uzmanlarından Esporcu Sağlığı Hakkında Her Şey. Retrieved from https://www.redbull.com/tr-tr/esporcu-sagligi-roportaji
  • Smith, M., Birch, P., & Bright, D. (2019). Identifying stressors and coping strategies of elite esports competitors. International Journal of Gaming and Computer-Meidated Simulations (IJGCMS) 11(2), 22-39. doi:10.4018/IJGCMS.2019040102.
  • Stanton, R. (2015, June 22). The Secret to eSports athletes' success? Lots-and lots- of practice ESPN. Retrieved from ESPN: http://www.espn.com/espn/story/_/id/13053116/esports-athletes puthours-training-reach-pinnacle
  • Steinkuehler, C. (2019). Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play. Games and Culture. 15(1), 3-8. https://doi.org/10.1177/1555412019836855.
  • Tabachnik, B. G. & Fidel, L. S. (2007). Using Multivariate Statistics (5th ed.). Boston: Pearson/Allyn & Bacon.
  • Talbot, C. (2019, July 26). According to a new study Dota 2 has the most toxic online community. Retrieved from www.pcgamesn.com/dota-2/toxic-online-community
  • TheScore Esports. (2019, November 16). ESL Told Players to Lie at the Border and We Have Proof. Retrieved from www.youtube.com/watch?v=uNEE8--NTm4
  • TheScore Esports. (2019, March 7). Top 10 Worst Esports Tournaments… So Far. Retrieved from www.youtube.com/watch?v=KgnIreBfpSE&t=10s
  • Tosini, G., Ferguson, I., & Tsubota, K. (2016). Effects of blue light on the circadian system and eye. Molecular Vision Biology and Genetics in Vision Research. 22, 61-72.
  • Wohn, D., & Freeman, G. (2020). Live Streaming, Playing, and Money Spending Behaviors in eSports. . Games and Culture. 15(1), 73-88. https://doi.org/10.1177/1555412019859184.
  • Wu, T., Scott, D., & Yang, C. (2007). Advenced or addicted? Exploring the relationship of recreation specialization to flow experiences and online game addiction. Leisure Sciences, 12(4), 1169-1182.
There are 50 citations in total.

Details

Primary Language English
Subjects Psychology
Journal Section Sport Psychology
Authors

Memduh Kocadağ

Publication Date June 15, 2020
Published in Issue Year 2020 Volume: 1 Issue: 1

Cite

APA Kocadağ, M. (2020). An eSport Research: Psychological Well-Being Differences of Teenagers in Terms of Several Variables. Psychology Research on Education and Social Sciences, 1(1), 31-39.