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http://dx.doi.org/10.22937/IJCSNS.2022.22.8.35

Potential Risks Associated with eSportsmen Activities: an Empirical Study  

Bonkalo, Tatyana I. (The State Budgetary Institution "Research Institute for Healthcare Organization and Medical Management of Moscow Healthcare Department")
Stepanova, Olga N. (Russian State Social University)
Latushkina, Elena N. (Russian State Social University)
Kozlyatnikov, Oleg A. (Astrakhan State Medical University)
Kumancova, Elizaveta S. (Moscow State Technical University of Civil Aviation)
Publication Information
International Journal of Computer Science & Network Security / v.22, no.8, 2022 , pp. 280-284 More about this Journal
Abstract
The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.
Keywords
eSports; emotional background; computer games; business; science;
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