The Pros and Cons of Online Competitive Gaming: An Evidence-Based Approach to Assessing Young Players' Well-Being

被引:9
作者
Kelly, Sarah [1 ]
Magor, Thomas [1 ]
Wright, Annemarie [2 ,3 ]
机构
[1] Univ Queensland, Business Sch, Brisbane, Qld, Australia
[2] Univ Melbourne, Melbourne Sch Populat & Global Hlth, Melbourne, Vic, Australia
[3] Victorian Hlth Promot Fdn, Melbourne, Vic, Australia
关键词
eSports; internet gaming; health; well-being; adolescents; youth; MEDIA; GAMES; ADOLESCENTS; SATISFACTION; ADDICTION; IMPACTS; SCALE;
D O I
10.3389/fpsyg.2021.651530
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through a cross sectional survey of Australian gamers and non-gamers aged between 12 and 24 years, and parents of the 12-17-year-olds surveyed. Adverse health consequences were associated with heavy gaming, more so than light/casual gaming, suggesting that interventions that target moderated engagement could be effective. It provides timely insights in an online gaming landscape that has rapidly evolved over the past decade, and particularly during the COVID-19 pandemic, to include the hyper-connected, highly commercialized and rapidly growing online gaming and esports sector.
引用
收藏
页数:9
相关论文
共 33 条
[1]  
American Psychiatric Association, 2013, INT GAM DIS
[2]   The role of psychology in understanding the impact of computer games [J].
Boyle, Elizabeth ;
Connolly, Thomas M. ;
Hainey, Thomas .
ENTERTAINMENT COMPUTING, 2011, 2 (02) :69-74
[3]   An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games [J].
Boyle, Elizabeth A. ;
Hainey, Thomas ;
Connolly, Thomas M. ;
Gray, Grant ;
Earp, Jeffrey ;
Ott, Michela ;
Lim, Theodore ;
Ninaus, Manuel ;
Ribeiro, Claudia ;
Pereira, Joao .
COMPUTERS & EDUCATION, 2016, 94 :178-192
[4]   THE SATISFACTION WITH LIFE SCALE [J].
DIENER, E ;
EMMONS, RA ;
LARSEN, RJ ;
GRIFFIN, S .
JOURNAL OF PERSONALITY ASSESSMENT, 1985, 49 (01) :71-75
[5]  
Forrester J., 2020, COVID 19 LOCKD LEADS
[6]   Computer game misuse and addiction of adolescents in a clinically referred study sample [J].
Froelich, Jan ;
Lehmkuhl, Gerd ;
Orawa, Helmut ;
Bromba, Michael ;
Wolf, Katharina ;
Goertz-Dorten, Anja .
COMPUTERS IN HUMAN BEHAVIOR, 2016, 55 :9-15
[7]   When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being [J].
Halbrook, Yemaya J. ;
O'Donnell, Aisling T. ;
Msetfi, Rachel M. .
PERSPECTIVES ON PSYCHOLOGICAL SCIENCE, 2019, 14 (06) :1096-1104
[8]  
Hall Wilcox, 2017, RIS RIS ESPORTS
[9]   What is eSports and why do people watch it? [J].
Hamari, Juho ;
Sjoblom, Max .
INTERNET RESEARCH, 2017, 27 (02) :211-232
[10]  
Hollist K.E., 2015, Ariz. L. Rev., V57, P823