Abstract
‘E-sports’ refers to organized videogames. As the number of online gamers and interest in esports continue to rise in low and middle-income countries, mental health professionals need to be aware of their possible psychological and clinical implications. Only a small fraction of esports players present with gaming addiction, but a relatively larger proportion with subtle impairment impacting domains such as self-esteem, performance-related issues, family conflict, sleep-related issues or physical health. An adequate knowledge of esports, its concept, origins, genre and current status should equip mental health professionals in developing a good rapport with these young clients and correctly evaluate them. This review provides an overview of esports and how it pertains to mental health professionals.
Introduction
Videogame competition typically takes place either alone (player v. machine, or chalking up points or rewards), or between professional players (one-on-one, or in teams) in a context of leagues or tournaments, played online, which can be staged in front of a live audience, streamed, or broadcast on television. 1 Over the last decade, esports has become very attractive with viewers’ and professional salaries reaching levels comparable to traditional sports. 2 ‘E-sports’ popularity is expected to grow further to levels where it may become an indispensable part of modern sports, even as a future sport itself or as a counterculture to modern sports. 3 In richer countries, better infrastructure with respect to internet speed and smartphones has pushed the agenda for mobile gaming. Players can monetize their gaming skills by the help of tournaments and streaming platforms. 4
Synonyms which have been interchangeably used in literature include electronic sports, gaming, cybersports, competitive computer gaming, and virtual sports. 5 According to the earliest conceptualization by Wagner, ‘eSports’ is an area of sport activity in which people develop and train mental or physical ability by the use of information and communication technology. 6 Alternate conceptualisations of esports emphasize the role of electronic systems between the human-computer interface 7 or unique cultural features such as executive ownership, absolute power, and commercially vested interest as defining features. 8 Despite these attempts, there are no well agreed definitions for ‘esports’.
Although Korea was the first country to recognize esports, many others including China, Germany, Russia, Italy, South Africa have done so in recent years. 9 As of March 2022, there are more than 100 countries across the world where esports is represented by professional organisations. 10 There are estimated 2.2 billion active gamers worldwide, with around 150 million involved in esports. 11 The total prize money for esports tournaments in 2019 was >200 million dollars, with the DOTA 2 International 2019 tournament awarding the largest pool prize of c. 34 million dollars. 12
Effect on health
Physical health Excessive Internet Gaming has been found to be associated with increased sedentary time, decreased physical activity, poor dietary habits, obesity, musculoskeletal pain,13, 14 disturbed sleep,
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and visual problems.
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Behaviors involved with esports such as evening use of light emitting devices, overtraining and stimulant abuse, contribute to sub-optimal sleep among players,
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who have been reported to be significantly less involved in physical activity
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and have poorer body structure in comparison to recognized athletes.
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Further, the former are likely to complain of frequent physical symptoms including eye fatigue (56%), neck and back (42%), wrist (36%) and hand pain (32%) with few seeking medical help for these problems.
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In contrast, high level and elite esports players place significant emphasis on physical training, with majority being physically active,
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following pre-designed training paradigms where adequate focus is simultaneously to develop physical as well as mental strength.
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However, as of now there are no evidence-based preventive interventions extant to address the harm that esports may entail.
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Mental health The negative psychological consequences of excessive gaming include gaming addiction, poor psychological well-being and poor mental health.
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A systematic review reported the prevalence of internet gaming disorder to be between 0.7% - 27.5%, with males and gaming status predicting higher prevalence.
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Further, problematic gaming has been found to be associated with higher scores of depressive and anxiety symptoms,
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as well as significantly higher scores on externalizing and internalizing problems.
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A comprehensive review found Internet Gaming Disorder (IGD) to be strongly associated with depression, anxiety, attention deficit hyperactivity disorder, and social phobia.
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However, playing esports has some positive aspects, especially with regards to social support, acting as a good tool to build on social capital and improve socialization.
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Research suggests that specific types of online games have a relatively high addictive potential for some players, as they offer the possibility to escape their real-life problems.
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These escape motivations also mediate a relationship between excessive playing time and poor psychological well-being.
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Though those engaging in esports are primarily motivated by achievement and skill development and maybe also socialization, they nevertheless spend long hours playing to improve their skills.
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Although excessive gaming is known to become an addiction, no systematic research has explored this question in sufficient detail.
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Further, there are no studies which have looked at mental health correlates of professional esports players.
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In fact, DSM-5 and ICD-11 have recognized IGD as an important condition requiring further additional research. In addition, ICD-11 has also included a Hazardous Gaming category, referring to a pattern of gaming that considerably increases the risk of harmful physical or mental health consequences to the individual or to others. Although only a fraction of those playing games end up developing problematic use, the absolute numbers are nevertheless bound to be very significant. Presentation to mental health professionals therefore maybe take any of the following forms.
Excessive gaming. Limited physical activity, poor sleep and dietary patterns. Overuse of energy drinks or substances to enhance concentration. Excessive stress leading to mental exhaustion and, in certain cases, nervous breakdown, anxiety and performance related issues. Conflict with parents who mostly have a negative attitude towards internet gaming, competing with other wholesome activities, despite any potential to become a professional player, which will be seen negatively by most family members. Conflict with demands of school or training programmes, as only a minority would achieve playing at professional level. Difficulty in evaluation because proposed criteria by DSM-5 and ICD-11 appear to have limitations in distinguishing problematic from competitive play.
An exciting new field for psychologists, who may be employed by esports teams to monitor and enhance their performance. Authors from different backgrounds have argued for a systemic assessment of esports players, in order to keep them healthy and enhance their performance.33–35 However, there has been minimal guidance on evaluating mental health and problematic use in ‘amateur’ players.
A systematic approach is recommended:
Screening Using a non-judgmental approach, details must be inquired about regarding the frequency of gaming, the amount of time spent on these activities, neglect of other activities and priorities, risky behaviour associated with gaming or its context leading to functional impairment in personal (psychological/physical), social, education, work and financial domains. Further assessment to evaluate esports players for underlying psychiatric and physical co-morbidity. Using an established tools to detect problematic use. No gold standard screening tool currently exists to screen for IGD, though several have been developed, viz. the Gaming addiction scale-7 (GAS-7), the internet gaming disorder test-10 (IGDT-10), the internet gaming disorder scale-9 (IGDS9-SF), the Lemmens IGD-9 scale and Assessment of Internet and Computer game Addiction (AICA-S). No single tool was found to be clearly superior,
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although they may still be useful. Intervention, along the following lines:
Discussion regarding sleep hygiene and digital hygiene, Advice regarding potential physical harmful effects related to prolonged sitting posture, and referral in case of physical complaints, Emphasizing routine physical activity and proper nutritional intake, Control of emotions and relaxation techniques, Motivational interviewing using cognitive behavioural therapy principles, Specific search for comorbid mental health conditions.
Conclusion
E-sports have seen a phenomenal growth over past two decades and are predicted to play a very important role in youth culture. While its standing as a sporting category remains dubious, the economic rewards of esports continue to attract millions every year. As yet, esports is a poorly researched field from a health perspective. Limited literature available on esports professionals indicate significant associated physical and mental health consequences. ICD-11 and DSM-5 recognition of online gaming as a clinical entity will expose further potential harmful psychological consequences of esports. Although everything about esports is not deleterious, it becomes an absolute necessity for mental health professionals to be updated on this entity, as they are likely to see increased referrals in the near future.
Footnotes
Declaration of conflicting interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article
