Figure

Seed questions used in the semi-structured interviews
Source publication
Background and Objective Although sleep is a potentially important determinant of performance in esports, there have been no published data on the sleep behavior of professional esports athletes. The aim of this study is to investigate sleep aspects and sleep risk factors in esports athletes. Methods Thirty-four esports athletes were compared with...
Context in source publication
Context 1
... of the questions presented in the interview addressed particular topics or areas including health conditions, relationship, work, and life as an esports athlete, and sleep. Some examples of the seed questions used to prompt the interviews can be seen in Table 4. The progression of the questions was not equivalent for all participants and varied based on interviews and participants' responses. ...Citations
... Emerging. Seven articles proposed that esports is an emerging and new phenomenon, and these articles were primarily published in 2020 [67,[82][83][84][85][86][87]. However, "emerging" is a relative view. ...
This study conducted a systematic scoping review to collect definitions and explanations of esports and its related concepts in the existing literature. A thematic coding approach was used to screen possible disagreements and issues between the different characteristics of esports as presented in the existing definitions. Based on a critical discussion, the results of the coding were combined with the objective facts of the current esports industry and theories from similar fields to reconstruct the construction of an esports definition. In addition, the relationship between esports and its related concepts was discussed based on the proposed esports definition structure. The proposed esports criteria can help avoid misunderstandings and confusion in future studies regarding the research subjects related to esports and propose standardized usage of relevant terms in the field of esports research.
... Musculoskeletal pain in general appears commonly among eSports athletes, especially in the neck, back, and extremities [28]. Moreover, due to the stressful nature of competition, eSports athletes might suffer from depression and disturbed sleep patterns [27]. ...
Purpose
Esports is increasingly recognized as both a legitimate sport and profession. However, evidence on the health behaviors of esports athletes remains limited. Due to the nature of their activity, these athletes face occupational health risks associated with prolonged sedentary behavior, sleep deprivation, and excessive energy drink consumption. This study aimed to document the health behaviors of professional esports athletes.
Methods
This case study sampled athletes from Zhejiang Regans Gaming, who are full-time professionals competing at the elite level. Data were collected over three training days, with moderate-to-vigorous physical activity and sleep patterns monitored using the Apple Watch Series 9.
Results
Athletes trained for an average of 13 h daily in a seated position, engaging in only 35.6 ± 0.9 min of moderate-to-vigorous physical activity. The extended training hours led to delayed sleep schedules, with a typical bedtime of 3:05 a.m. Sleep quality was poor, with athletes averaging 45.2 ± 13.0 min awake in bed, 392.8 ± 13.9 min of total sleep, and a sleep efficiency of 89.7 ± 3.0%. Likely due to sleep deprivation, athletes consumed an average of 2 cups of coffee and 2.5 ± 0.4 bottles of energy drinks daily.
Conclusion
This study offers firsthand evidence of the concerning health behaviors among Chinese elite professional esports athletes. Physical activity levels and sleep quality are notably poor, while energy drink consumption is prevalent. Team managers should monitor sleep quality and energy drink consumption, while governing bodies must recognize the long-term risks of excessive sedentary behavior in esports.
Purpose
It is presumed by many that acute sleep loss results in degraded in-game esports (competitive, organized video game play) performance. However, this has not been experimentally investigated to date. The objective of the current experiment was to elucidate whether ~29hrs of total sleep deprivation impacts in-game performance for the popular esport Rocket League.
Patients and Methods
Twenty skill-matched pairs (N = 40 total) were recruited. Within each pair, one participant was assigned to an intervention group (TSD), while the other was assigned to a control group (CON). Two test sessions occurred; one while both participants were rested (baseline), and the other while the CON participant was rested but the TSD participant was sleep deprived (experimental).
Results
Following total sleep deprivation, TSD participants reported higher Karolinska Sleepiness Scale-measured subjective sleepiness and lower subjective alertness and motivation, as well as worsened PVT response speed and ~5 times greater PVT lapse incidence, and worsened response speed on a two-choice categorization task. However, overall in-game Rocket League performance did not worsen due to total sleep deprivation. Exploratory analyses of performance indicators suggest a potential shift toward a simpler and safer strategy following sleep deprivation.
Conclusion
Following a bout of ~29hrs total sleep deprivation, overall in-game Rocket League performance remained unaffected. This presents as a promising finding given the high potential for acute pre-competition sleep disturbance in esports, though habitual sleep remains a concern for esport athletes.
Research on the stress and burnout experienced by athletes in the esports field remains limited, necessitating an approach that considers the unique environment and circumstances of esports athletes. This study aims to explore the conceptualization of burnout experiences among professional esports athletes. The participants included 88 athletes from the League of Legends Championship Korea (LCK). Among these, in-depth interviews were conducted with 7 athletes who had experience in international tournaments (the World Championship), while an open-ended survey was completed by 81 athletes. Data collected through in-depth interviews and an open-ended survey were digitized and utilized for analysis. Through critical review by another author and inductive categorization, the conceptual components of esports athletes’ burnout were derived. Through the analysis of 251 raw datum, it was conceptualized into five conceptual factors: performance, overtraining, interpersonal relationships, physical and psychological exhaustion, and career and motivation. The results of this study confirm that esports athletes, like athletes in other conventional sports, experience burnout during their careers, highlighting issues in their unique environment, particularly in aspects of interpersonal relationships and training and rest conditions. This research can serve as a foundational resource for effective athletes’ psychological health management in the esports field and underscores the need for further research on burnout among esports athletes.
The overall aim of the present study was to examine the daily patterns and relationships between sleep behavior, anxiety, mood (i.e., depression symptoms) and cognitive performance (i.e., reaction time) in esports athletes competing in an Oceanic Rocket League Championship Series regional event. Sixteen participants completed a daily sleep diary, evening anxiety measure, and an afternoon mood measure and cognitive performance task. Measures were taken (i) pre-competition), (ii) across the competition days, and (iii) post-competition. We found that participants’ lights out time was earliest across the competition nights. Sleep onset latency gradually lengthened pre-competition and across the competition nights, eventually exceeding normal limits. Wake after sleep onset was longest across the competition nights but remained within normal limits. Wake-up time was earliest at the start of the competition period but consistently late on most other days. Total sleep time was generally adequate but mildly reduced the night before the first day of competition. There was no significant relationship between anxiety and subsequent sleep, nor a relationship between total sleep time and next day mood or cognitive performance. Future research should investigate whether these findings generalize to esports athletes from other games, at higher levels of competition, and different start times.
Background
The first electronic sports (esports) tournament was recorded in 1972, and since then, gaming leagues and tournaments with prizes have been established. Nowadays, the commercialization of competitive gaming may drive players to cheat their way to success and neglect their physical and mental well-being. The issue is all the more vital, as it is often overlooked by classically educated doctors, including sports medicine specialists. The aim of this study was to investigate the current situation of doping in esports and the future of anti-doping actions in this field, as well as to present a more generalised approach and to point out and discuss other possible health risks associated with the rising popularity of esports.
Methods
A standardised online survey was published in a social media group for Polish fans and people associated with esports. Two hundred and forty-one responses were collected and subjected to a statistical analysis. Only filled-out forms containing answers to all of the questionnaire's questions from people considering themselves regular players of either League of Legends (LoL) and/or Counter-Strike: Global Offensive (CS:GO) were considered viable. The study group was divided into amateur and professional players. The calculation of test power was done post hoc to determine whether the data collected were of sufficient quality to be used further. The normal distribution was assessed using the Shapiro-Wilk test. Then, between-group differences comparing the data results from the questionnaire were analysed with Mann-Whitney U tests and Chi-square tests. The significance level was set at p <0.05. Then, the literature was screened for relevant articles.
Results
The majority of gamers (85.5%), despite most of them being amateurs, strive to achieve the best results when playing. Borderline legal substances are commonly used, including energy drinks (97.8%), coffee (81.6%), beer (29.7%), herbs (15.7%), and available medicines (15.1%), while more than half the participants have heard about situations during tournaments involving the use of substances forbidden by the World Anti-Doping Agency (WADA). In most answers, there were no significant differences between professionals and amateurs. Statistically significant differences were observed in the following areas: the usage of legal stimulants in the responders' environments; outlooks on implementing more strict anti-doping regulations; and the perceived usage of forbidden doping substances in a tournament setting.
Conclusions
E-competitors suffer from a plethora of both physical and mental health problems. These issues may be more prevalent than generally thought and include repetitive strain injuries, sleep disorders, anxiety, and depression. The largest esports organisations have started to implement measures to provide a holistic approach to esports healthcare; however, it remains a distant dream for most amateurs and aspiring e-athletes.
Electronic sports show significant user churn caused by a toxic gaming atmosphere, and current GUI-based interventions are insufficient to address the issue. Based on the theoretical framework of Perceiving and Experiencing Fictional Characters, a new hybrid interaction interface and paradigm combined with tangibles is proposed to counter negative mood. To support the frustrated users of Massive Online Battle Arena (MOBA) games, we added AI teammates for better personal performance and social robots for the disclosure of negative mood. We hypothesized that AI teammates’ invisibility and anonymity would mitigate negative emotions; an effect amplified by the presence of social robots. A comparative experiment was conducted with 111 participants. Social robots for emotion-oriented coping improved user mood but AI teammates for problem-oriented coping did so better, although their higher levels of experienced anonymity may not have been preferred. Unexpectedly, conversing with a robot after playing with an AI teammate brought the mood back to that experienced when talking to a robot alone, while increasing the distancing tendencies. With this in mind, AI and social robots can counter the negative atmosphere in MOBA games, positively contributing to game design and empathic human–computer interaction.