Year 2023,
Volume: 11 Issue: 4, 302 - 314, 31.12.2023
Sultan Akel
,
Ayşenur Baysal Yiğit
,
Zeynep Çorakcı Yazıcıoğlu
,
Şüheda Özkan
,
Ümit Uğurlu
References
- Amin, K. P., Griffiths, M. D., & Dsouza, D. D. (2020). Online gaming during the COVID-19 pandemic in India: Strategies for work-life balance. International Journal of Mental Health and Addiction, 1-7.
- Arnaez, J., Frey, G., Cothran, D., Lion, M., & Chomistek, A. (2018). Physical wellness among gaming adults: cross-sectional study. JMIR serious games, 6(2), e12.
- Bányai, F., Griffiths, M. D., Demetrovics, Z., & Király, O. (2019). The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Comprehensive psychiatry, 94, 152117.
- Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology, 11, 1866.
- Bonnar, D., Lee, S., Gradisar, M., & Suh, S. (2019). Risk factors and sleep intervention considerations in esports: A review and practical guide. Sleep Medicine Research, 10(2), 59-66.
- Christiansen, C. H., & Matuska, K. M. (2006). Lifestyle balance: A review of concepts and research. Journal of Occupational Science, 13(1), 49-61.
- Cottrell, C., McMillen, N., & Harris, B. S. (2019). Sport psychology in a virtual world: Considerations for practitioners working in eSports. Journal of Sport Psychology in Action, 10(2), 73-81.
- Crist, P. H., Davis, C. G., & Coffin, P. S. (2000). The effects of employment and mental health status on the balance of work, play/leisure, self-care, and rest. Occupational Therapy in Mental Health, 15(1), 27-42.
- 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, 5(1).
- Eakman, A. M. (2015). The meaningful activity wants and needs assessment: A perspective on life balance. Journal of Occupational Science, 22(2), 210-227.
- Fullagar, H. H., Skorski, S., Duffield, R., Hammes, D., Coutts, A. J., & Meyer, T. (2015). Sleep and athletic performance: the effects of sleep loss on exercise performance, and physiological and cognitive responses to exercise. Sports medicine, 45(2), 161-186.
- Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66.
- Hallmann, K., & Giel, T. (2018). eSports–Competitive sports or recreational activity? Sport management review, 21(1), 14-20.
- Halson, S. L. (2008). Nutrition, sleep and recovery. European Journal of sport science, 8(2), 119-126.
- Happonen, A., & Minashkina, D. (2019). Professionalism in Esports: benefits in skills and health and possible downsides. In: ISSN-L.
- Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual (ly) athletes: where eSports fit within the definition of “Sport”. Quest, 69(1), 1-18.
- Kovacs, V. A., Starc, G., Brandes, M., Kaj, M., Blagus, R., Leskošek, B., Suesse, T., Dinya, E., Guinhouya, B. C., & Zito, V. (2021). Physical activity, screen time and the COVID-19 school closures in Europe–An observational study in 10 countries. 1-10.
- Liu, Y., Zemke, R., Liang, L., & McLaughlin Gray, J. (2021). Model of occupational harmony: A chinese perspective on occupational balance. Annals of International Occupational Therapy, 4(4), e228-e235.
- Martončik, M. (2015). e-Sports: Playing just for fun or playing to satisfy life goals? Computers in human behavior, 48, 208-211.
- Matuska, K. (2012a). Description and development of the Life Balance Inventory. 32(1), 220-228.
- Matuska, K. (2012b). Validity evidence of a model and measure of life balance. 32(1), 229-237.
- Nielsen, R. K. L., & Karhulahti, V.-M. (2017). The problematic coexistence of" internet gaming disorder" and esports. Proceedings of the 12th International Conference on the Foundations of Digital Games.
- Nilsson, F., & Lee, J. (2019). Looking into possible mental factors that affect professional esports players. In.
- Olsen, A. H. (2015). The evolution of eSports: an analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. arXiv preprint arXiv:1509.08795.
- Passmore, A. (2001). Group dynamics in occupational therapy: the theoretical basis and practice application of group treatment. In: Wiley Online Library.
- Pentland, W., & McColl, M. A. (2008). Occupational integrity: Another perspective on “life balance”. Canadian Journal of Occupational Therapy, 75(3), 135-138.
- Persson, D., Erlandsson, L.-K., Eklund, M., & Iwarsson, S. (2001). Value dimensions, meaning, and complexity in human occupation-a tentative structure for analysis. Scandinavian journal of occupational therapy, 8(1), 7-18.
- Polman, R., Trotter, M., Poulus, D., & Borkoles, E. (2018). eSport: Friend or foe? Joint International Conference on Serious Games,
- Rudolf, K., Bickmann, P., Froböse, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics and health behavior of video game and eSports players in Germany: the eSports study 2019. International journal of environmental research and public health, 17(6), 1870.
- Seo, Y., & Jung, S.-U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635-655.
- Tani, S. (2018). Life after esports: What happens when pro gamers hang up the joystick. Nikkei Asian Review: https://asia. nikkei. com/Business/Business-trends/Life-after-esports-What-happens-when-progamers-hang-up-the-joystick
- Taylor, T. L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming. Mit Press.
- Trotter, M. G., Coulter, T. J., Davis, P. A., Poulus, D. R., & Polman, R. (2020). The association between esports participation, health and physical activity behaviour. International journal of environmental research and public health, 17(19), 7329.
- Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspectives on eSports. Public Health Reports, 135(3), 295-298.
- Weiss, T. (2011). Fulfilling the Needs of eSports Consumers: A Uses and Gratifications Perspective. Bled eConference, 30.
- Weiss, T., & Schiele, S. (2013). Virtual worlds in competitive contexts: Analyzing eSports consumer needs. Electronic Markets, 23(4), 307-316.
A perspective at the daily routines of esports players: life balance
Year 2023,
Volume: 11 Issue: 4, 302 - 314, 31.12.2023
Sultan Akel
,
Ayşenur Baysal Yiğit
,
Zeynep Çorakcı Yazıcıoğlu
,
Şüheda Özkan
,
Ümit Uğurlu
Abstract
Introduction: Esports is a fairly rising and growing entertainment and career platform. The recent changes in the life balance and general health of the players, which are thought to be related to esports, draw attention. Material and methods: 53 professional esports players and 44 non-professional esports players participated in the study. All of the participations was male. Online assessment methods were preferred and participants answered the questions in the Sociodemographic Data Form, Activity Wheel, and Life Balance Inventory. The normality of the data was tested using the Kolmogorow-Smirnov and Shapiro-Wilk tests. Demographic characteristics were compared with The Independent Samples T-test and Chi-square test. The Mann–Whitney U test was used to compare LBI subtests scores and occupational performance areas of the sample group. Results: Professional players showed more balanced results on the LBI Relationships subscale. A significant difference was found between the two groups in the field of productivity performance. Discussion: All players interpret their lifestyles as balanced; qualitative research is needed to detail the individual differences and meaning attributed to occupations for all players.
References
- Amin, K. P., Griffiths, M. D., & Dsouza, D. D. (2020). Online gaming during the COVID-19 pandemic in India: Strategies for work-life balance. International Journal of Mental Health and Addiction, 1-7.
- Arnaez, J., Frey, G., Cothran, D., Lion, M., & Chomistek, A. (2018). Physical wellness among gaming adults: cross-sectional study. JMIR serious games, 6(2), e12.
- Bányai, F., Griffiths, M. D., Demetrovics, Z., & Király, O. (2019). The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Comprehensive psychiatry, 94, 152117.
- Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology, 11, 1866.
- Bonnar, D., Lee, S., Gradisar, M., & Suh, S. (2019). Risk factors and sleep intervention considerations in esports: A review and practical guide. Sleep Medicine Research, 10(2), 59-66.
- Christiansen, C. H., & Matuska, K. M. (2006). Lifestyle balance: A review of concepts and research. Journal of Occupational Science, 13(1), 49-61.
- Cottrell, C., McMillen, N., & Harris, B. S. (2019). Sport psychology in a virtual world: Considerations for practitioners working in eSports. Journal of Sport Psychology in Action, 10(2), 73-81.
- Crist, P. H., Davis, C. G., & Coffin, P. S. (2000). The effects of employment and mental health status on the balance of work, play/leisure, self-care, and rest. Occupational Therapy in Mental Health, 15(1), 27-42.
- 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, 5(1).
- Eakman, A. M. (2015). The meaningful activity wants and needs assessment: A perspective on life balance. Journal of Occupational Science, 22(2), 210-227.
- Fullagar, H. H., Skorski, S., Duffield, R., Hammes, D., Coutts, A. J., & Meyer, T. (2015). Sleep and athletic performance: the effects of sleep loss on exercise performance, and physiological and cognitive responses to exercise. Sports medicine, 45(2), 161-186.
- Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66.
- Hallmann, K., & Giel, T. (2018). eSports–Competitive sports or recreational activity? Sport management review, 21(1), 14-20.
- Halson, S. L. (2008). Nutrition, sleep and recovery. European Journal of sport science, 8(2), 119-126.
- Happonen, A., & Minashkina, D. (2019). Professionalism in Esports: benefits in skills and health and possible downsides. In: ISSN-L.
- Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual (ly) athletes: where eSports fit within the definition of “Sport”. Quest, 69(1), 1-18.
- Kovacs, V. A., Starc, G., Brandes, M., Kaj, M., Blagus, R., Leskošek, B., Suesse, T., Dinya, E., Guinhouya, B. C., & Zito, V. (2021). Physical activity, screen time and the COVID-19 school closures in Europe–An observational study in 10 countries. 1-10.
- Liu, Y., Zemke, R., Liang, L., & McLaughlin Gray, J. (2021). Model of occupational harmony: A chinese perspective on occupational balance. Annals of International Occupational Therapy, 4(4), e228-e235.
- Martončik, M. (2015). e-Sports: Playing just for fun or playing to satisfy life goals? Computers in human behavior, 48, 208-211.
- Matuska, K. (2012a). Description and development of the Life Balance Inventory. 32(1), 220-228.
- Matuska, K. (2012b). Validity evidence of a model and measure of life balance. 32(1), 229-237.
- Nielsen, R. K. L., & Karhulahti, V.-M. (2017). The problematic coexistence of" internet gaming disorder" and esports. Proceedings of the 12th International Conference on the Foundations of Digital Games.
- Nilsson, F., & Lee, J. (2019). Looking into possible mental factors that affect professional esports players. In.
- Olsen, A. H. (2015). The evolution of eSports: an analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. arXiv preprint arXiv:1509.08795.
- Passmore, A. (2001). Group dynamics in occupational therapy: the theoretical basis and practice application of group treatment. In: Wiley Online Library.
- Pentland, W., & McColl, M. A. (2008). Occupational integrity: Another perspective on “life balance”. Canadian Journal of Occupational Therapy, 75(3), 135-138.
- Persson, D., Erlandsson, L.-K., Eklund, M., & Iwarsson, S. (2001). Value dimensions, meaning, and complexity in human occupation-a tentative structure for analysis. Scandinavian journal of occupational therapy, 8(1), 7-18.
- Polman, R., Trotter, M., Poulus, D., & Borkoles, E. (2018). eSport: Friend or foe? Joint International Conference on Serious Games,
- Rudolf, K., Bickmann, P., Froböse, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics and health behavior of video game and eSports players in Germany: the eSports study 2019. International journal of environmental research and public health, 17(6), 1870.
- Seo, Y., & Jung, S.-U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635-655.
- Tani, S. (2018). Life after esports: What happens when pro gamers hang up the joystick. Nikkei Asian Review: https://asia. nikkei. com/Business/Business-trends/Life-after-esports-What-happens-when-progamers-hang-up-the-joystick
- Taylor, T. L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming. Mit Press.
- Trotter, M. G., Coulter, T. J., Davis, P. A., Poulus, D. R., & Polman, R. (2020). The association between esports participation, health and physical activity behaviour. International journal of environmental research and public health, 17(19), 7329.
- Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspectives on eSports. Public Health Reports, 135(3), 295-298.
- Weiss, T. (2011). Fulfilling the Needs of eSports Consumers: A Uses and Gratifications Perspective. Bled eConference, 30.
- Weiss, T., & Schiele, S. (2013). Virtual worlds in competitive contexts: Analyzing eSports consumer needs. Electronic Markets, 23(4), 307-316.