2021
DOI: 10.51698/aloma.2018.36.2.59-68
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Basic psychological needs, passion and motivations in amateur and semi-professional eSports players

Abstract: Electronic sports (eSports) are a category of video games that are played competitively following rules, either in teams or individually. Currently, the top videogame is League of Legends (LoL), a game in the genre known as Multiplayer Online Battle Arena (MOBA) with more than 100 million monthly active players worldwide. Re­search has shown that video games can satisfy basic psychological needs and be experienced as a passion, and that passion is a useful construct to help understand the different motivationa… Show more

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Cited by 18 publications
(7 citation statements)
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“…3 Like traditional athletes, 4 esports players need training and expertise of mental and physical abilities to succeed. [5][6][7] With the stakes rising in the esports scene, it has already been proposed that several factors could predispose esports players to experience several health-related problems, including mental health symptoms, 3 8 9 that can hinder performance and well-being. 10 To note, mental health problems are major causes of morbidity and disability worldwide, with 322 million people being estimated to…”
Section: Introductionmentioning
confidence: 99%
“…3 Like traditional athletes, 4 esports players need training and expertise of mental and physical abilities to succeed. [5][6][7] With the stakes rising in the esports scene, it has already been proposed that several factors could predispose esports players to experience several health-related problems, including mental health symptoms, 3 8 9 that can hinder performance and well-being. 10 To note, mental health problems are major causes of morbidity and disability worldwide, with 322 million people being estimated to…”
Section: Introductionmentioning
confidence: 99%
“…Engaging in esport, both passive and active consumption, is seen as pleasureful and special experience by enthusiasts Martončik, 2015;Seo, 2016), raising wellbeing among peers (Baltezarević & Baltezarević, 2019;Fiskaali et al, 2020). Esport players show both obsessive (Macey & Hamari, 2018) and harmonious passion (Garcia-Lanzo & Chamarro, 2018;Lee et al, 2018;Pizzo et al, 2018;Seo, 2016) with the former predicting problematic gaming behavior and the latter being a protection from negative consequences (Bertran & Chamarro, 2016;Choi, 2019).…”
Section: Reviewmentioning
confidence: 99%
“…Dentro del contexto virtual, las motivaciones de los jugadores se vuelven fundamentales para su persistencia en la práctica (García-Lanzo & Chamarro, 2018), entre las que se encuentran el propio gusto por competir (Weiss & Schiele, 2013) y los sentimientos positivos que les aporta las interacciones con otros jugadores dentro del juego (García-Lanzo & Chamarro, 2018).…”
Section: Eje Fenómeno Socialunclassified