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ESport programs in high school: what's at play?

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Frontiers in Psychiatry
|February 12, 2024
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High school esports players spend more time gaming and report more problematic gaming than recreational gamers. Prevention efforts should address both positive and negative gaming impacts for adolescent esports participants.

Keywords:
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Area of Science:

  • Adolescent Health
  • Sports Science
  • Digital Media Studies

Background:

  • Increasing prevalence of esports (ES) programs in Canadian high schools.
  • Concerns regarding potential health risks associated with adolescent esports participation.

Purpose of the Study:

  • Characterize adolescent esports players (ESp).
  • Compare ESp to non-esports high school gamers (nESp) on sociodemographic, academic, activity, and psychological factors.

Main Methods:

  • Comparative study of 67 adolescent esports players and 109 recreational gamers.
  • Assessment of sociodemographic, academic, online/offline activities, and psychological characteristics.

Main Results:

  • Esports players engage in more online activities and exhibit higher rates of problematic gaming.
  • Esports players perceive more positive physical health benefits but also more negative educational consequences from gaming.

Conclusions:

  • Highlights the need for screening problematic gaming among adolescent esports players.
  • Advocates for targeted prevention strategies that acknowledge both positive and negative gaming outcomes for esports participants.