different experiences of men and women within the space ( Darvin et al., 2020 ; Denson et al., 2020 ; Ruvalcaba et al., 2018 ). Previous research determined that esports environments are highly hostile toward women and girls, and in some instances, these circumstances approach the realm of harassment
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Motivations to Participate in Gaming and Esports: An Exploratory Study on The Influence of Participant Gender
Tara Q. Mahoney, Lindsey Darvin, and Ryan Vooris
Young Danish Esports Players Physical Health, and Their Opportunities and Wishes for Physical Activity From Their Esports Club: A Cross-Sectional Study
Julie Gaasedal, Mia Ricaplaza Thøgersen, Christian Lund Straszek, and Julie Dalgaard Guldager
found a prevalence of gaming-related upper body pain in 78% of the respondents, with 43% experiencing neck pain, and 41% experiencing lower back pain ( Forman & Holmes, 2023 ). Sleep monitoring and practices additionally play a significant role in the practice of esports, as a recent study found that
“You’re Too Pretty to Be a Challenge Runner”: Changing “Gamers” in an Age of Live Streaming
Kevin Garvey
more likely to identify as gamers than female, transgender or genderqueer interviewees were” ( Shaw, 2012 , p. 34). Gaming is structured as an “adolescent, white, male activity” in which “the experiences of women and people of color are often overlooked” ( Gray, 2014 , p. 75). In online spaces, abuse
The Sleep, Anxiety, Mood, and Cognitive Performance of Oceanic Rocket League Esports Athletes Competing in a Multiday Regional Event
Daniel Bonnar, Michael Gradisar, Michal Kahn, and Cele Richardson
It has been documented that esports athletes competing in esports (electronic sports) can experience suboptimal sleep. Converging evidence from studies comprising esports athletes in multiple countries suggests that, on average, esports athletes have delayed sleep timing (i.e., late sleep onset and
Esports Athletes on a Team or Club Are More Physically Active and Less Sedentary Than Equally Experienced, Casual Video Gamers
Bryan Dowdell, Andrew Lepp, Brian H. Yim, and Jacob E. Barkley
), 89 – 108 . 10.1108/SBM-10-2019-0087 Jang , W.W. , Byon , K.K. , Pecoraro , J. , & Tsuji , Y. ( 2021 ). Clustering esports gameplay consumers via game experiences . Frontiers in Sports and Active Living, 3, Article 669 . 10.3389/FSPOR.2021.669999/BIBTEX Jetté , M. , Sidney , K
Transitioning Out of Esports: Exploring the Experiences of Professional Esports Players in South Korea
Hee Jung Hong and Seung Han Hong
relative lack of research focusing on the unique experiences of esports players, the challenges they encounter during and after their esports careers, and the impact of short career spans on their well-being. This research gap highlights the importance of understanding the experiences of esports players
An Auto-netnographic Approach to Understanding Alternate Gaming Accounts: How Smurfing Impacts the Prosumer Experience in Counter-Strike:Global Offensive
Brian McCauley
theoretical understanding of the experience economy ( Seo, 2013 ). Players acting as consumers engage in a variety of roles and social practices within game-based communities ( Seo & Jung, 2016 ) representing multifaceted transmedia concepts driven by peer-generated content across a multitude of platforms
The Internet Is Not Forever: Challenges and Sustainability in Video Game Archiving and Preservation
Brianna Dym, Ellen Simpson, Olivia Fong, and libi striegl
available to anyone with a desire to play. Oftentimes it was nostalgia that drove participants to look for other ways to (re)experience these games and, subsequently, connect with a community of gaming hobbyists collectively engaging in preservation work. In the next section, we outline related literature
Perceptions of Effective Training Practices in League of Legends: A Qualitative Exploration
Callum Abbott, Matthew Watson, and Phil Birch
traction in both the popular media and research ( Geyser, 2022 ), there remain significant gaps in our knowledge and related scientific literature on the psychological and performance-related aspects of participation. This includes the experiences of players across esports titles, their approaches to
Novice Women Players Have Better Outcomes in Women-Only Versus Mixed-Gender Esports Tournaments
Kyle Nolla, Mark Beeman, Paul Reber, and Alice Eagly
for skill learning compared to the typical esports experience of being the only woman in the digital or physical room. Early attempts at women-only esports tournaments have historically supplemented rather than replaced open competitions, like modern women-only chess tournaments. However, even