The Psychology of Esports: A Systematic Literature Review
Affiliations.
- 1 Institute of Psychology, ELTE Eötvös Loránd University, Izabella utca 46, Budapest, 1064, Hungary.
- 2 Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
- 3 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK.
- 4 Institute of Psychology, ELTE Eötvös Loránd University, Izabella utca 46, Budapest, 1064, Hungary. [email protected].
- PMID: 29508260
- DOI: 10.1007/s10899-018-9763-1
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
Keywords: Competitive video gaming; Esport; Gambling; Gaming motivations; Poker; Professional video gaming; Video games.
Publication types
- Systematic Review
- Behavior, Addictive / psychology*
- Competitive Behavior
- Gambling / psychology*
- Internal-External Control*
- Video Games / psychology*
Grants and funding
- K111938/Hungarian National Research, Development and Innovation Office
- KKP126835/Hungarian National Research, Development and Innovation Office
- CA16207/Horizon 2020 Framework Programme of the European Union, COST Action
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The Psychology of Esports: A Systematic Literature Review
- Review Paper
- Published: 05 March 2018
- Volume 35 , pages 351–365, ( 2019 )
Cite this article
- Fanni Bányai 1 , 2 ,
- Mark D. Griffiths 3 ,
- Orsolya Király 1 &
- Zsolt Demetrovics ORCID: orcid.org/0000-0001-5604-7551 1
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Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of ‘esports’ (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players’ psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
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Acknowledgements
This study was supported by the Hungarian National Research, Development and Innovation Office (Grant Nos. K111938, KKP126835). Orsolya Király was supported by the ÚNKP New National Excellence Program of the Ministry of Human Capacities. This study was supported by the COST Action (Grant No. CA16207) funded by the Horizon 2020 Framework Programme of the European Union. The funding institutions had no role in the study design or the data collection, analysis and interpretation of the data, writing the manuscript, or the decision to submit the paper for publication.
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Fanni Bányai, Orsolya Király & Zsolt Demetrovics
Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
Fanni Bányai
International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
Mark D. Griffiths
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Three of the authors (FB, OK, ZS) declare that they do not have any interests that could constitute a real, potential or apparent conflict of interest with respect to their involvement in the publication. The authors also declare that they do not have any financial or other relations (e.g., directorship, consultancy or speaker fee) with companies, trade associations, unions or groups (including civic associations and public interest groups) that may gain or lose financially from the results or conclusions in the study. Sources of funding are acknowledged. MG carries out consultancy with the gambling companies in the area of responsible gambling, harm minimization and player protection. Some of his research has also received funding from GambleAware, a charity that is funded by gambling industry donations.
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Bányai, F., Griffiths, M.D., Király, O. et al. The Psychology of Esports: A Systematic Literature Review. J Gambl Stud 35 , 351–365 (2019). https://doi.org/10.1007/s10899-018-9763-1
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Journal of Gambling Studies , 01 Jun 2019 , 35(2): 351-365 https://doi.org/10.1007/s10899-018-9763-1 PMID: 29508260
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The psychology of esports : a systematic literature review / Fanni Bányai... [et al.]
- Bányai, Fanni
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of ‘esports’ (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players’ psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
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The psychology of esports: a systematic literature review
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (i) the process of becoming an esport player, (ii) the characteristics of esport players such as mental skills and motivations, and (iii) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
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SYSTEMATIC REVIEW article
Non-interpersonal traumatic events in patients with eating disorders: a systematic review.
- 1 Aalborg University, Aalborg, Denmark
- 2 Aalborg University Hospital, Aalborg, Denmark
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The purpose of the systematic review was to synthesize literature on eating disorders (ED) and non-interpersonal traumatic events (NTE) and consolidate the reported prevalence of NTE in patients with an ED.The literature search was performed in Embase, PsycInfo, and PubMed. The keywords in the search were "eating disorder", "trauma" and "non-interpersonal", using index-terms and freesearch keywords related to NTE and ED. The PRISMA guidelines were followed. Relevant studies were screened using Rayyan.Of the 16 studies included in the quantitative synthesis, five overall types of NTE were identified: accidents, illness, injury, natural disaster and war. Findings provided tentative evidence for illness and injury being more prevalent in patients suffering from an ED compared to controls. The remaining subtypes of NTE didn't show a higher prevalence in patients with an ED when compared to controls. Findings also suggest that those with binge/purge subtype of anorexia nervosa (AN) had a higher prevalence of non-interpersonal traumatic events compared to the restrictive subtype of AN.Discussion: This systematic review provided a clear synthesis of previous findings related to NTE among patients with an ED. Noteworthy, is that many studies do not take into account if the trauma happened prior or after to ED onset, which may affect the association. Furthermore, the body of research on NTE in patients with ED is exceedingly limited, and more research is needed.
Keywords: Trauma, Non-interpersonal, Eating Disorder, Anorexia Nervosa, Bulimia Nervosa
Received: 08 Mar 2024; Accepted: 07 May 2024.
Copyright: © 2024 Nielsen, Johnsen, Nilsson and Telléus. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence: Kirstine M. Johnsen, Aalborg University, Aalborg, Denmark Gry K. Telléus, Aalborg University, Aalborg, Denmark
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.
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The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2 ...
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature ...
As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of ...
As. a result of a systematic literature search, eight studies were identified that had in vestigated. three topics: (1) the process of becoming an esport player, (2) the characteristics of esport ...
As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of ...
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature ...
ABSTRACT. Competitive gaming, better known as electronic sports (esports), is rapidly growing in popularity. We systematically reviewed the available literature regarding the psychological aspects of esports using the Preferred Reporting Items for Systematic Review and Meta-Analysis Protocols (PRISMA-P) evidence-based reporting checklist and a Population, Intervention, Comparator, and Outcomes ...
The psychology of esports: A systematic literature review Abstract Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological
The Psychology of Esports: A Systematic Literature Review. Fanni Bányai, Mark D Griffiths, Orsolya Király, Zsolt Demetrovics ... As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental ...
As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators.
146. esports is an ideal domain for studying performance, and that this domain should be. 147. integrated in the research and applied field of sports psychology. In this review, we use. 148 ...
The limitations of this literature review lie first and foremost in the construction of the corpus. Esports is groundbreaking in its use of networked technology to bring people around the world together through organized, competitive games. The literature we reviewed, though, is restricted to the English language.
The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (i) the process of becoming an esport player ...
255 between esports and psychology. Eight studies were included and categorised into three. 256 main topics: (1) becoming an esport player, (2) the characteristics of esport players, and. 257 (3 ...
ABSTRACT Competitive gaming, better known as electronic sports (esports), is rapidly growing in popularity. We systematically reviewed the available literature regarding the psychological aspects of esports using the Preferred Reporting Items for Systematic Review and Meta-Analysis Protocols (PRISMA-P) evidence-based reporting checklist and a Population, Intervention, Comparator, and Outcomes ...
Competitive gaming, better known as electronic sports (esports), is rapidly growing in popularity. We systematically reviewed the available literature regarding the psychological aspects of esports using the Preferred Reporting Items for Systematic Review and Meta-Analysis Protocols (PRISMA-P) evidence-based reporting checklist and a Population, Intervention, Comparator, and Outcomes (PICO ...
Professional gamers who continuously define new standards in the areas of gaming, entertainment, and esports have emerged. This systematic review sought to find out the extent to which these virtual sports affect cardiovascular and mental health, both positively and negatively, and if this is comparable to traditional sports to any degree.
We conducted a systematic review of 461 peer reviewed, full papers that provide a definition of esports. Findings highlighted the growth of the esports field across different domains, and increasing global interest in esports, but a lack of consensus regarding definition of the term.
The existing eSports literature is relatively fragmented and spread across several academic disciplines, including sports science, sociology, computer science, business, and law. Our findings demonstrate a large research interest in the socio-cultural aspects of eSports, focusing on the motives and preferences of eSports consumption.
The purpose of the systematic review was to synthesize literature on eating disorders (ED) and non-interpersonal traumatic events (NTE) and consolidate the reported prevalence of NTE in patients with an ED.The literature search was performed in Embase, PsycInfo, and PubMed.