Abstract
eSport is a growing industry in terms of its players, spectators and economic value and will be included in the 2024 Paris Olympics. Although interest initially in eSport was mainly associated with younger males, eSport has the potential to bring about health behaviour change across the wider population of users. This paper discusses the potential of eSport to influence health outcomes across the lifespan and address some of the major barriers that will help individuals to change their physical activity behaviours. Considering the exponential growth in eSport, it is important for academics and policy makers to recognise and seize the opportunities arising from eSport.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Wagner, M.G.: On the scientific relevance of eSports. In: Symposium conducted at 2006 International Conference on Internet Computing & Conference on Computer Games Development, Las Vegas, Nevada (2006)
Jenny, S.E., Manning, R.D., Keiper, M.C., Olrich, T.W.: Virtual(ly) athletes: where eSports fit within the definition of ‘sport’. Quest 69(1), 1–18 (2017)
Holden, J.T., Rodenberg, R.M., Kaburakis, A.: ESports corruption: Gambling, doping and global governance. Md. J. Int. Law 32(1), 236–273 (2017)
Newzoo: 2017 Global eSports market report: trends, revenues, and audience toward 2020 (2017)
American Psychiatric Association.: Diagnostic and Statistical Manual of Mental Disorders, 5th edn. APA, Washington (2013)
Ferguson, C.J., Coulson, M., Barnett, J.: A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. J. Psychiatr. Res. 45(12), 1573–1578 (2011)
Charlton, J.P., Danforth, I.D.: Distinguishing addiction and high engagement in the context of online game playing. Comput. Hum. Behav. 23(3), 1531–1548 (2007)
Seok, S., DaCosta, B.: Distinguishing addiction from high engagement: an investigation into the social lives of adolescent and young adult massively multiplayer online game players. Games Cult. 9(4), 227–254 (2014)
Schaeperkoetter, C.C., et al.: The ‘new’ student-athlete: An exploratory examination of scholarship eSport players. J. Intercoll. Sport. 10, 1–21 (2017)
Himmelstein, D., Liu, Y., Shapiro, J.L.: An exploration of mental skills among competitive league of legend players. Int. J. Gaming Comput.-Mediat. Simul. 9(2), 1–21 (2017)
Guthold, R., Stevens, G.A., Riley, L.M., Bull, F.C.: Worldwide trends in insufficient physical activity from 2001 to 2016: a pooled analysis of 358 population based surveys with 1.9 million participants. Lancet Global Health (available ahead of print) (2018)
Ding, D., et al.: The economic burden of physical inactivity: a global analysis of major non-communicable diseases. Lancet 388, 1311–1324 (2016)
Hills, A.P., Andersen, L.B., Byrne, N.M.: Physical activity and obesity in children. Br. J. Sport. Med. 45(11), 866–870 (2011)
Kantomaa, M.T., et al.: Physical activity and obesity mediate the association between childhood motor function and adolescent academic achievement. PNAS 110(5), 1917–1922 (2013)
McDaid, D.: Making the long-term economic case for investing in mental health to contribute to sustainability. EU, Brussels (2011)
Forstmann, M., Burgmer, P., Mussweiler, T.: The mind is willing, but the flesh is weak: the effects of mind-body dualism on health behaviour. Psychol. Sci. 23(10), 1239–1245 (2012)
Rudd, J., Barnett, L., Farrow, D., Berry, J., Borkoles, E., Polman, R.C.J.: Effectiveness of a 16 week gymnastic curriculum at developing movement competence in children. J. Sci. Med. Sport. 20(2), 164–169 (2017)
Bisi, M.C., Panebionco, P., Polman, R., Stagni, R.: Objective assessment of movement competence in children using wearable sensors: an instrumented version of the TGMD-2 locomotor subset. Gait Posture 56, 42–48 (2017)
Bloomberg next.: Building tomorrow’s talent: Collaboration can close emerging skill gap. The Bureau of National Affairs Inc (2018)
Sport Australia: Sport 2030: Participation, Performance, Integrity, Industry. Australian Government, Canberra (2018)
Jonasson, K., Thiborg, J.: Electronic sport and its impact on future sport. Sport. Soc. 13(2), 287–299 (2010)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer Nature Switzerland AG
About this paper
Cite this paper
Polman, R., Trotter, M., Poulus, D., Borkoles, E. (2018). eSport: Friend or Foe?. In: Göbel, S., et al. Serious Games. JCSG 2018. Lecture Notes in Computer Science(), vol 11243. Springer, Cham. https://doi.org/10.1007/978-3-030-02762-9_1
Download citation
DOI: https://doi.org/10.1007/978-3-030-02762-9_1
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-02761-2
Online ISBN: 978-3-030-02762-9
eBook Packages: Computer ScienceComputer Science (R0)