The world of video games is not only gaining a growing number of fans but is also getting more and more attention from the media and social networks. The eSports are electronic sports known as competitive video gaming and have already a large following all over the world, over the past few years, being a phenomenon of audiences. Alongside this growth, scientific interest in studying this topic has also been growing, as shown by the significant number of scientific papers that have been published on this subject. The research about the effects that eSports have on its players has different perspectives, such as positive or negative impacts. Thus, supported by what has been studied and documented in previous studiesaccording to the available research papers (indexed in journals or international conferences) -, it is important to understand what the importance of the eSports for its players and spectators is. This study enhances what has already been investigated about this topic. Starting with our research question 'How do esports affect their consumers emotionally?', a systematic review was conducted to resume and analyze the impacts that competitive video gaming has emotionally on eSports' consumers. According to the defined inclusion criteria, 20 relevant published papers were selected through the electronic databases Google Scholar and Scopus, published between 2016 and 2022, and a deep analysis of the literaturea meta-analysiswas conducted. Iramuteq and MonkeyLearn software were used to determine and shape the main themes and concepts of emotional impacts, through textual analyses. This review draws insight into the effects that competitive video gaming has on the mental health of the players and suggests that future studies may focus on some interventions to deal with the negative impact that eSports has emotionally.
Every day we see new technologies appearing and taking their place in society, with countless possibilities of using technology, whether as support for professional or leisure activities. Gaming is one of those possibilities, at the leisure level, in which we can enter a completely virtual world, "diving" into a video game and abstracting ourselves from the real world that surrounds us. Although this activity is of great adherence, there are divergent opinions regarding the consequences that may result from it and the purposes this activity can serve -such as the example of using gaming in teaching. An exploratory study was conducted through individual interviews with 6 individuals, aged between 20 and 52 years old, and with different, if any, contact with this activity. This study aims, in particular, to understand the perspective of Portuguese adults regarding gaming and what potential they associate to gaming activities as possible teaching tools. The data obtained from the interviews was analysed using online content analysis software -the Leximancer platform. Concepts such as impacts on gaming, gaming on teaching and attitudes towards life merged out of this analysis. Participants consider that gaming is not just a useful way for fun and relaxation, but also a good stimulus and facilitator for learning. Although they consider that there are some negative points in gaming, such as increased aggression by those who play more violent games, or even a possibility of practice becoming addictive, they tend to have a positive opinion on gaming if used with limits. The items and concepts considered were also used to develop a questionnaire, answered by a population of Portuguese adults, in a subsequent study.
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