Professional Esports Players Motivation and Physical Activity Levels: History
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Subjects: Psychology
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La profesionalización de los esports ha aumentado en los últimos años, generando la necesidad de un mayor estudio. Su evolución y continuo desarrollo han llevado a considerar los esports como una profesión, aumentando el número de jugadores, modalidades de práctica y horas de juego dedicadas a este campo.

  • esports
  • physical activity
  • videogame
  • motivation

1. Introducción

Los deportes electrónicos (esports) comenzaron a ganar popularidad en la comunidad de jugadores a principios de la década de 2000 [ 1 ], alcanzando una masa estimada de 395 millones de personas en todo el mundo en 2018 [ 2 ]. El crecimiento exponencial de los esports en el mundo [ 3 ] ha llevado a que esta actividad recreativa sea reconocida como un deporte [ 4 ], generando una fuente de empleo para los jugadores que dominan y demuestran habilidades relacionadas con el juego, convirtiéndose en jugadores profesionales patrocinados por empresas reconocidas. y con la posibilidad de ganar grandes premios en efectivo. El progreso en esta área se ha traducido en 201,2 millones de consumidores de esports [ 5], es decir, participar activamente o consumir eventos de deportes electrónicos, mientras que 1757,5 millones de personas han oído hablar de los deportes electrónicos sin participar ni verlos [ 5 ].
Los deportes electrónicos se refieren a videojuegos competitivos en los que equipos o individuos compiten entre sí. Se considera una actividad deportiva en la que los jugadores pueden desarrollar y entrenar sus habilidades mentales y la coordinación mano-ojo mientras juegan [ 6 , 7 , 8 , 9 ]. En los últimos años, los ingresos de esports (p. ej., merchandising, entradas para torneos, contratos comerciales con marcas, derechos de medios y patrocinios) también crecieron notablemente, alcanzando en ingresos totales en 2019 un aumento del 26,7% respecto a 2018, lo que equivale a USD 1.096 millones [ 5 ].
Competitive video games comprise esports tournaments organised with rules, systems, gameplay, evaluation, and broadcasting similar to more traditional sporting events. In addition, professional esports players face similar training requirements to other sports athletes [10], so their form of organisation is similar to traditional sports, as it identifies the presence of rules, competitions, and training, among other aspects; even authors such as [11] consider esports as a new sport although participants have reduced physical activity involvement.
Moreover, it is worth noting that, in recent years, interest in esports has increased not only for gamers but also because of the enthusiasm it generates among spectators and investors [12]. Although research on video games has predominantly focused on problematic use or addiction [13,14,15], it has become a recreational activity for most people. This has led different scientific fields (e.g., marketing, law, exercise, and health) to start studying esports in more depth, making esports a fruitful topic for scientific research.

2. Physical Activity and Esports

Esports comprise a group of different classifications of video games (e.g., multiplayer arena, first-person shooter, collectible card, real-time strategy, last survivor, fighting, sports simulators, and driving games) that are played in a specific environment (i.e., online), becoming internationally and globally executed [16,17,18,19]. Esports can be run under organised, rule-governed competitions that require skill and have a wide following; however, esports currently lack regulation and institutionalisation [20].
On the other hand, and in relation to their professionalisation, only a few esports players can reach the professional level [21]. The development of this type of sport contributes to athletes reaching a high level of performance, so it is important to delve into how screen time, physical inactivity, and sedentary behaviour in these athletes could affect their health and sporting performance.
Several studies point out that physical inactivity and sedentary lifestyles are a global public health problem and have been associated with short- and long-term health risks, such as cardiovascular disease, psychological problems, and cancer [22,23]. Conversely, high levels of physical activity have been associated with reduced mortality and major comorbidities [24,25,26,27].
Some studies suggest that esports players engage in sedentary behaviours for 4.2 h per day while training [28]. The amount of time esports players spend sitting has potential negative consequences, including increased risk of injury and chronic diseases, such as upper limb dysfunction, metabolic dysregulation, circadian rhythm problems, and neck and back problems [29]. To date, there is no empirical evidence on whether professional esports players are more or less physically active than the general population and whether this relationship is associated with other negative health behaviours and obesity levels. However, on the contrary, there are studies that have reported that, as part of their training regimen, elite gamers spend 1.08 h per day exercising [28]. Other studies also claim that esports players include physical training as a strategy to improve gameplay and manage stress; however, only 6–9% of esports players report exercising for perceived performance benefits, while 32–47% engage in physical activity primarily for general health benefits [19,28]. Although both individual and team esports players report that physical activity is a component of their overall training, there is currently no evidence to indicate the effect of physical activity on players’ overall performance or general health. However, recent studies on the physical activity levels of sports simulator esports players reported regular and vigorous physical activity [19] even above international recommendations [28], which could be a driving force for improving physical activity for both esports players and spectators who follow esports [19,30]. In fact, esports players at elite levels of different videogame genres have been reported to have a BMI status of normweight, which goes against the empirical notion that esports players are obese because they are physically inactive [28,31,32]. In addition, exercise and physical activity may be important to improve esports performance [30,33].

3. Motivation

Motivation can be initially defined as the tendency of people to do something for some purpose. It corresponds to a state of energization and activation of the organism in a social context [34]. One of the psychological theories that has had an important development in the field of motivation is the Self-Determination Theory (SDT) [35]. This theory is based on the assumption that human beings tend toward self-regulation, competence, and integrated action. Motivation is seen as a multidimensional construct, which can vary not only in intensity but also in the type of motive. SDT considers that human beings are not merely conditioned by external reasons but are assumed to have volition, freedom, and autonomy [36].
Intrinsic motivation (IM) is defined as the practice of the activity in the absence of external contingencies [37]. It has been postulated that intrinsic motivation is a global construct composed of sub-types of regulation [35].
Extrinsic motivation is related to a variety of behaviours that do not have a purpose in themselves. The sport action is, in this case, a means to other ends. The reasons for behaviour in EM move on four levels, ranging from more to less self-determination. These adjacent levels of a continuum correspond to various classes of regulation: (a) Integrated regulation (INTEG) represents the most self-determined form of the internalization process and occurs when the motivational rationale is consistent and harmonious with the individual’s self-concept, other schemas, and values [38]. (b) Identified regulation (IDR) occurs when people judge the reason for a behaviour as important, and although the activity is still performed for extrinsic reasons (e.g., the achievement of personal goals), the behaviour is internally regulated [38]. (c) the Introjected regulation (INTY) corresponds to internal representations of external contingencies. (d) Finally, external regulation (EXT) corresponds to those behaviours that are controlled by external sources, such as material reinforcement or obligations imposed by others.
Amotivation (AMOT): In AMOT, feelings of self-determination are absent, and there are no extrinsic or intrinsic reasons that support its relationship with behaviour. Amotivation is similar to what is understood as hopelessness [39]. This regulation is associated with feelings of incompetence and lack of control. Non-participation or abandonment is possible [35].

4. Motivation in Esports

There are several studies that analyse the motivations for playing sports [40,41,42,43,44,45]; however, there are still few studies that analyse the motivations that lead players to play esports competitively. In this way, Seo [3] and Kim and Thomas [46] highlighted that intrinsic motivations and the acquisition of an esports player’s identity can be decisive in becoming a professional. In relation to acquiring an identity as an esports player, Seo [3] found in field observation sessions and interviews with 10 professional esports players that players, when they were from an amateur category, observe playing video games as a casual leisure activity (i.e., playing for fun) and gain interpersonal relationships within the esports community, and as they improve their skills and knowledge, esports gradually become an important aspect of their lives and identity. Furthermore, it was concluded that the main characteristics of esports players who choose competitive gaming as a career path were mastering skills; the pursuit of self-improvement; the importance of fairness, equality, and respect in the community; and experiencing high self-esteem, achievement, and recognition [3].
Kim and Thomas [46] examined how the motivations (intrinsic and extrinsic), goals, and learning style of professional esports players change during the process of becoming a professional. Following their interviews with professional esports players, their team coaches, team manager, and psychological counsellor, five different stages in the process of becoming a professional esports player were identified. The motivation pattern of the players changed during each stage. For a beginner in the esports scene, the gaming activity itself is motivating enough. By gaining more experience and struggling to win and lose, meeting more experienced opponents, and competing in video games, the games lose their fun factor. However, by developing greater competition, the enjoyment of gaming intrinsically motivates experienced esports players. Despite this, Kim and Thomas [46] drew attention to the need to distinguish casual esports players based on the change in their motivational patterns. More specifically, competing at higher levels should be considered a job and is generally driven by extrinsic motivation (e.g., tournament prizes, rewards, and fame) rather than intrinsic motivation.
On the other hand, other works have investigated different aspects of gaming motivations by comparing esports players with casual gamers. Martončik [47] highlighted that professional gamers compete in video games to satisfy their life goals (i.e., intimacy, affiliation, altruism, power, achievement, and fun). Affiliation (i.e., the need to help others, active interaction, and relating to others) differentiated professional esports players from casual players, probably because professionals tend to develop meaningful relationships with team members and other members of the esports scene. In addition, distraction motivation (i.e., the need for excitement, tension, and new experiences) also drives professional players more than casual players to compete in video games. Moreover, those professionals who were leaders of esports teams also satisfied their need for power by occupying the leadership position [47]. In a more recent study, Bányai et al. [1] concluded that professional esports players played more (more game time on weekdays and weekends) and scored higher on social motives (developing and maintaining relationships with other players), competition, and skill development than casual players. These results are consistent with research among athletes in conventional sports that has shown similar results. More specifically, the motivational pattern of sports has both intrinsic and extrinsic aspects. Traditional athletes enjoy the competition itself, internalise the identity of the professional athlete, and constantly strive for self-improvement, but they may also be motivated by extrinsic motivations, such as stimuli, rewards, or fame [40,41,42,43,44 , 45 ].
En resumen, estudios anteriores han informado que las motivaciones intrínsecas y extrínsecas, como la competencia, la búsqueda de desafíos, los factores sociales y el impulso por el desarrollo personal, son motivaciones clave entre los jugadores profesionales de deportes electrónicos. Además, los jugadores profesionales tienen diferentes motivaciones en comparación con los jugadores casuales, y estas motivaciones cambian durante su carrera. Sin embargo, los hallazgos de estudios previos aún plantean la pregunta de qué motivaciones (intrínsecas o extrínsecas) son más importantes en la carrera de un jugador profesional de deportes electrónicos.

This entry is adapted from the peer-reviewed paper 10.3390/ijerph19042256

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