Research Article
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Year 2019, Volume: 3 Issue: 1, 1 - 10, 01.06.2019

Abstract

References

  • Alikhani, A. H., Molaie, M., & Amiri, S. (2015). The effects of exercise on the mental health. Int. J. Adv. Biol. Biom. Res, 3 (3), 244-250.
  • Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyber Psychology and Behaviour, 10, 552-559.
  • Anderson, C.A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press.
  • Bloom, D. (2018). What olympic recognition could mean for esports, and vice versa. Retrieved from https://www.forbes.com/sites/dbloom/2018/esports-olympics-recognition-ioc-esl-advertising-sponsors/amp/
  • Borowy, M., & Jin, D. (2013). Pioneerin e-sport: the experience economy and the marketing of early 1980s arcade gaming contests. International Journal of Communication, 7, 2251-2274.
  • Boxer, P., Groves, C. L., & Docherty, M. (2015). Video games do indeed influence children and adolescents’ aggression, prosocial behavior, and academic performance: a clearer reading of Ferguson. Perspect. Psychol. Sci. 10(5), 671–673.
  • Chan, P. A. & Rabiowiz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annual General Psychiatry, 24, 1-6.
  • Chappel, D., Eatough, V., Davies, M. N. O., & Griffiths, M. D. (2006). EverQuest —It’s just a computer game right? an ınterpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction, 4(3), 205-216.
  • Co, P. (Director). (2014). Free to play [Documentary]. USA: Valve Corporation.
  • Crawford, G., & Gosling, V. (2009). More than a game: Sports-themed video games and narratives. Sociology of Sport Journal, 26(1), 50-66.
  • 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.
  • Dodge, K. A. (2010). Social information processing patterns as mediators of the interaction between geneticfactors and life experiences in the development of aggressive behavior. In M. Mikulincer, & P. R. Shaver (Eds.), Understanding and reducing aggression, violence, and their consequences (pp. 165-185). Washington, DC: American Psychological Association.
  • Duran, H. B. (2016). Playing the game: How much esports players really make. Retrieved from https://www.alistdaily.com/media/playing-the-game-how-much-esports-
  • Elliott, J. K. (2018). The 0.1 per cent: How eSports pros make a career playing video games. Retrieved from https://globalnews.ca/news/4420706/esports-starcraft-lol-pro-gamer-dota/
  • Erzberger, T. (2016). Head games-ınjecting sports psychology into esports. Retrieved from https://www.espn.com/esports/story/_/id/14959904/head-games-injecting-sports-psychology-esports
  • Eventbrite. (2015). The eSports Effect: Gamers and the influence of live events.
  • Garcia-Lanzo, S., & Chamarro, A. (2018). Basic psychological needs, passion and motivations in amateur and semi-professional esports players. Aloma 36(2), 59-68.
  • Greitemeyer, T. (2015). Everyday sadism predicts violent video game preferences. Personality and Individual Differences, 75, 19-23.
  • Griffiths, M. D., Davies, M. N. O. & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology and Behavior, 7, 479-487.
  • Hawi, N. S. & Rupert, M. S. (2015). Impact of e-discipline on children’s screen time. CyberPsychology, Behavior and Social Network, 18(6), 337-342.
  • Jenny, S. E., Manning, R. D., Keiper, M. C. & Olrich, T. W. (2016). Virtual(ly) athletes: Where esports fit within the definiton of sport quest. Retrieved from http://dx.doi.org/10.1080/00336297.2016.1144517
  • Jonasson, K., & Thiborg, J. (2010). Electronic sports and its impact on future sports. Sport in Society, 13(2), 287-299.
  • Kampmann, B. W. (2001). Playing and gaming. The International Journal .Of Computer Game Res., 3(1).
  • 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. (2017). Elektronik spor kariyeri ve eğitim. [Electronic sports career and education]. Doğu Anadolu Sosyal Bilimlerde Eğilimler Dergisi [Journal of Eastern Anatolia Social Sciences Trends], 1(2), 49-63.
  • Lemmens, J. S. (2006). Gameverslaving probleemgebruik herkennen, begrijpen en overwinnen. Amsterdam: Uitgeverij SWP.
  • Lemmens, J. S., Valkenburg, P. M. & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95.
  • NPD. (2010). Extreme gamers spend two full days per week playing video games. Retrieved from https://www.npd.com/press/releases/press_100572b.html
  • Padilla-Walker, L. M., Nelson, L. J., Carroll, J. S., & Jensen, A. C. (2009). More than just a game: Video game and internet use during emerging adulthood. Journal of Youth Adolescents, 39, 103-113.
  • Put Tank in a Mall. (22 August 2018). Sumails motivation. Retrieved from https://www.youtube.com/watch?v=EjEswyrbY8o
  • Sanchez, M. (2017). The role of psychology in eSports. Retrieved from https://medium.com/emotionalapps/the-role-of-psychology-in-esports-201df1eaf383
  • Sarda, E., Begue, L., Bry, C., & Gentile, D. (2016). Internet gaming disorder and well-being: A scale validation. Cyberpsychology, Behavior, and Social Networking, 19(11), 674-679.
  • Scott, B.G., Aune, M.R., & Roar, F.L. (2014). Is video gaming, or video game addiction,associated with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal of Behavioral Addictions, 3 (1), 27-32.
  • Stermer, S. P., & Burkley, M. (2012). Xbox or SeXbox? An examination of sexualized content in video games. Soc. Personal. Psychol. Compass, 6(7), 525–535.
  • Schütz, M. (2016). Science shows that esports professionals are real athletes. Deutsche Welle. Retrieved from https://www.dw.com/en/science-shows-that-esports-professionals-are-real-athletes/a-19084993
  • Valkenburg, P. M., & Peter, J. (2007). Online communication and adolescent well-being: Testing the stimulation versus the displacement hypothesis. Journal of Computer Mediated Communication, 12(4), 1169-1182.
  • Welch, T. (2002). The history of the CPL. Retrieved from https://www.thecpl.com/league/?=history
  • Wu, T. C., Scott, D., & Yang, C. C. (2013). Advenced or addicted? Exploring the relationship of recreation specialization to flow experiences and online game addiction. Leisure Sciences, 35, 203-217.

Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career

Year 2019, Volume: 3 Issue: 1, 1 - 10, 01.06.2019

Abstract

Recently, thanks to technological developments, there
has been growing a new industry: Electronic Sports. Nowadays, playing video
games might be seem as a career option. Teenagers who are interested in esport
career play video games for a long time in their daily life as much as
professional esport players do. Excessive plays of video games have been known
to cause psychological, physiological and mental problems. Playing video games
for a long time in daily life causes social, emotional and mental problems such
as depression, agression, intolerability, lose of control. The research’s study
group consists of teenager students in high schools and colleges in Turkey.
Web-based questionnaire and psychologocial well-being scale had been used to
collect data. Using data from a survey of 320 teenagers in Turkey, we tested
psychological well-being levels of teenagers with daily playing video game
times and teenagers’ desire of having esport career. The results show that
daily playing video game times effecting psychological well-being levels of
teenagers. Additionally, teenagers’ desire of having esport career is significant
predictor of low psychological well-being level.

References

  • Alikhani, A. H., Molaie, M., & Amiri, S. (2015). The effects of exercise on the mental health. Int. J. Adv. Biol. Biom. Res, 3 (3), 244-250.
  • Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyber Psychology and Behaviour, 10, 552-559.
  • Anderson, C.A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press.
  • Bloom, D. (2018). What olympic recognition could mean for esports, and vice versa. Retrieved from https://www.forbes.com/sites/dbloom/2018/esports-olympics-recognition-ioc-esl-advertising-sponsors/amp/
  • Borowy, M., & Jin, D. (2013). Pioneerin e-sport: the experience economy and the marketing of early 1980s arcade gaming contests. International Journal of Communication, 7, 2251-2274.
  • Boxer, P., Groves, C. L., & Docherty, M. (2015). Video games do indeed influence children and adolescents’ aggression, prosocial behavior, and academic performance: a clearer reading of Ferguson. Perspect. Psychol. Sci. 10(5), 671–673.
  • Chan, P. A. & Rabiowiz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annual General Psychiatry, 24, 1-6.
  • Chappel, D., Eatough, V., Davies, M. N. O., & Griffiths, M. D. (2006). EverQuest —It’s just a computer game right? an ınterpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction, 4(3), 205-216.
  • Co, P. (Director). (2014). Free to play [Documentary]. USA: Valve Corporation.
  • Crawford, G., & Gosling, V. (2009). More than a game: Sports-themed video games and narratives. Sociology of Sport Journal, 26(1), 50-66.
  • 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.
  • Dodge, K. A. (2010). Social information processing patterns as mediators of the interaction between geneticfactors and life experiences in the development of aggressive behavior. In M. Mikulincer, & P. R. Shaver (Eds.), Understanding and reducing aggression, violence, and their consequences (pp. 165-185). Washington, DC: American Psychological Association.
  • Duran, H. B. (2016). Playing the game: How much esports players really make. Retrieved from https://www.alistdaily.com/media/playing-the-game-how-much-esports-
  • Elliott, J. K. (2018). The 0.1 per cent: How eSports pros make a career playing video games. Retrieved from https://globalnews.ca/news/4420706/esports-starcraft-lol-pro-gamer-dota/
  • Erzberger, T. (2016). Head games-ınjecting sports psychology into esports. Retrieved from https://www.espn.com/esports/story/_/id/14959904/head-games-injecting-sports-psychology-esports
  • Eventbrite. (2015). The eSports Effect: Gamers and the influence of live events.
  • Garcia-Lanzo, S., & Chamarro, A. (2018). Basic psychological needs, passion and motivations in amateur and semi-professional esports players. Aloma 36(2), 59-68.
  • Greitemeyer, T. (2015). Everyday sadism predicts violent video game preferences. Personality and Individual Differences, 75, 19-23.
  • Griffiths, M. D., Davies, M. N. O. & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology and Behavior, 7, 479-487.
  • Hawi, N. S. & Rupert, M. S. (2015). Impact of e-discipline on children’s screen time. CyberPsychology, Behavior and Social Network, 18(6), 337-342.
  • Jenny, S. E., Manning, R. D., Keiper, M. C. & Olrich, T. W. (2016). Virtual(ly) athletes: Where esports fit within the definiton of sport quest. Retrieved from http://dx.doi.org/10.1080/00336297.2016.1144517
  • Jonasson, K., & Thiborg, J. (2010). Electronic sports and its impact on future sports. Sport in Society, 13(2), 287-299.
  • Kampmann, B. W. (2001). Playing and gaming. The International Journal .Of Computer Game Res., 3(1).
  • 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. (2017). Elektronik spor kariyeri ve eğitim. [Electronic sports career and education]. Doğu Anadolu Sosyal Bilimlerde Eğilimler Dergisi [Journal of Eastern Anatolia Social Sciences Trends], 1(2), 49-63.
  • Lemmens, J. S. (2006). Gameverslaving probleemgebruik herkennen, begrijpen en overwinnen. Amsterdam: Uitgeverij SWP.
  • Lemmens, J. S., Valkenburg, P. M. & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95.
  • NPD. (2010). Extreme gamers spend two full days per week playing video games. Retrieved from https://www.npd.com/press/releases/press_100572b.html
  • Padilla-Walker, L. M., Nelson, L. J., Carroll, J. S., & Jensen, A. C. (2009). More than just a game: Video game and internet use during emerging adulthood. Journal of Youth Adolescents, 39, 103-113.
  • Put Tank in a Mall. (22 August 2018). Sumails motivation. Retrieved from https://www.youtube.com/watch?v=EjEswyrbY8o
  • Sanchez, M. (2017). The role of psychology in eSports. Retrieved from https://medium.com/emotionalapps/the-role-of-psychology-in-esports-201df1eaf383
  • Sarda, E., Begue, L., Bry, C., & Gentile, D. (2016). Internet gaming disorder and well-being: A scale validation. Cyberpsychology, Behavior, and Social Networking, 19(11), 674-679.
  • Scott, B.G., Aune, M.R., & Roar, F.L. (2014). Is video gaming, or video game addiction,associated with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal of Behavioral Addictions, 3 (1), 27-32.
  • Stermer, S. P., & Burkley, M. (2012). Xbox or SeXbox? An examination of sexualized content in video games. Soc. Personal. Psychol. Compass, 6(7), 525–535.
  • Schütz, M. (2016). Science shows that esports professionals are real athletes. Deutsche Welle. Retrieved from https://www.dw.com/en/science-shows-that-esports-professionals-are-real-athletes/a-19084993
  • Valkenburg, P. M., & Peter, J. (2007). Online communication and adolescent well-being: Testing the stimulation versus the displacement hypothesis. Journal of Computer Mediated Communication, 12(4), 1169-1182.
  • Welch, T. (2002). The history of the CPL. Retrieved from https://www.thecpl.com/league/?=history
  • Wu, T. C., Scott, D., & Yang, C. C. (2013). Advenced or addicted? Exploring the relationship of recreation specialization to flow experiences and online game addiction. Leisure Sciences, 35, 203-217.
There are 38 citations in total.

Details

Primary Language English
Subjects Psychology
Journal Section Articles
Authors

Memduh Kocadağ 0000-0002-9484-0902

Publication Date June 1, 2019
Published in Issue Year 2019 Volume: 3 Issue: 1

Cite

APA Kocadağ, M. (2019). Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career. Research on Education and Psychology, 3(1), 1-10.

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