comparable to means of normative data in high-school-educated people ages 18–24 years (Trails A: 22.93 ± 6.87 s; Trails B: 48.97 ± 12.96 s; Tombaugh, 2004 ). This contradicts findings from previous literature that action video game players tend to score higher on tests of cognitive function ( Kowal et
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Acute High-Intensity Interval Training Improves Esport Performance in Super Smash Brothers Ultimate Competitors
Zachary B. Rightmire, Philip J. Agostinelli, William M. Murrah, Jaimie A. Roper, Michael D. Roberts, and JoEllen M. Sefton
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
established international esports title. Many studies within the esports literature use easier to recruit samples, such as high school (e.g., Moen et al., 2022 ) and college students (e.g., Kraemer et al., 2022 ) or high-ranked nonprofessionals (e.g., Poulus et al., 2020 ), who are less elite and compete
Where Do Amateurs Go to Become Pros? A Comparison of the Current Competition Systems in Collegiate Esports to Traditional Collegiate Sport Environments
Wil Fisackerly and Yongjin Hwang
operate as a de facto monopoly for elite competition ( Southall et al., 2023 ). As such, the pipeline of talent from high school to collegiate to professional seen in traditional sports is not as easily mimicked in esports. Furthermore, the ecosystems of these esports pipelines deal with unique
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
computers ( Hamari & Sjöblom, 2017 ); and as virtual sport competition ( DiFrancisco-Donoghue et al., 2019 ). Like casual video game playing, professional and amateur esports are becoming increasingly popular. Grade schools, high schools, and universities are incorporating official esports teams and clubs
“What Are You Eating?” Is the Influence of Fortnite Streamers Expanding Beyond the Game?
David Micallef, Bruno Schivinski, Linda Brennan, Lukas Parker, and Michaela Jackson
influenced by actors at four main levels ( Hovell et al., 2009 ). These levels are (a) sociocultural influences, such as cultural norms and traditions; (b) community influences that have mass reach, such as media channels and celebrities; (c) local interactions, such as workplaces and schools; and (d
Toward a Comprehensive Professional Philosophy in Performance and Well-Being Psychology: Integrating Functional Contextualism and Relational Frame Theory for Esports and Other High-Performance Environments
George Horne and Laura Swettenham
. Santhanam , S.P. ( 2023 ). An interactive and neurodiversity-affirming approach to communication supports for autistic students through videogaming . Language, Speech, and Hearing Services in Schools, 54 ( 1 ), 120 – 139 . 10.1044/2022_LSHSS-22-00027 Sharpe , B.T. , Leis , O. , Moore , L
Evaluating Musculoskeletal Discomfort in Esports: A Focus on Competitive and Recreational Players From the Philippines and Japan
Lizbeth Mariano, Ping Yeap Loh, Yujiro Ishihara, Jeewon Choi, and Satoshi Muraki
Participants A convenience sampling method was used to recruit the participants. Filipino and Japanese esports players aged 14–26 years participated in the survey. The Filipino participants were recruited from August to October 2021. Six professional teams and one collegiate team, eight university or school
Taking Care of Toxicity: Challenges and Strategies for Inclusion in U.S. Collegiate Esports Programs
Amanda C. Cote, Andrew Wilson, Jared Hansen, Brandon C. Harris, Md Waseq Ur Rahman, Onder Can, Tara Fickle, and Maxwell Foxman
degree program in Esports Management in 2018, but several other schools followed suit ( Zimmerman, 2018 ). Many offer individual esports courses and/or are in the process of creating their own majors. Esports is undoubtedly becoming a significant institution on many campuses. Unlike game companies, which
The Influence of Coaches and Support Staff on the Sleep Habits of Esports Athletes Competing at Professional and Semiprofessional Level
Daniel Bonnar, Matthew Hwu, Sangha Lee, Michael Gradisar, Sooyeon Suh, and Michal Kahn
) High school 16 (19.0%) 14 (29.2%) 2 (5.6%) 10 (18.2%) 6 (20.7%) Undergraduate 43 (51.2%) 30 (62.5%) 13 (36.1%) 30 (54.5%) 13 (44.8%) Postgraduate 25 (29.8%) 4 (8.3%) 21 (58.3%) 15 (27.3%) 10 (34.5%) Coaching qualification (% acquired) 6 (7.1%) 4 (8.3%) 2 (5.6%) Fisher’s exact test (.70) 6 (10.9%) 0
An Auto-netnographic Approach to Understanding Alternate Gaming Accounts: How Smurfing Impacts the Prosumer Experience in Counter-Strike:Global Offensive
Brian McCauley
Esport-based game titles, such as Counter-Strike:Global Offensive, represent platforms where players simultaneously consume and produce content as prosumers. Through peer-to-peer presumption, these players co-create value between themselves to drive a range of emotional and social outcomes. Smurfing is the act of higher skilled players utilizing alternate game accounts to play with lower skilled players resulting in unbalanced competitive experiences. This study combines an auto-netnographic approach with interviews to provide novel insights on this pervasive phenomenon. Through combining perspectives of regular players and those who engage in smurfing, three key themes are identified. Smurfing is embedded within gaming platforms, driven by complex motivations, and framed as cheating according to perspective.