2023
DOI: 10.1123/jege.2022-0017
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Indexing Esport Performance

Abstract: The assessment of an athlete’s performance can play a key role in determining their current state, their readiness to compete, the impact of an experimental manipulation, and/or the influence of an intervention. At present, there is limited empirical evidence stating the indicators that encapsulate individual performance within any esport. To identify the variables that are historically associated with indicating Counter-Strike: Global Offensive performance, a literature review was conducted. Identified variab… Show more

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Cited by 30 publications
(34 citation statements)
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References 61 publications
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“…Addressing aspects such as an unhealthy lifestyle, coping strategies, and schedule issues seems to be of significant importance in esports due to short-and long-term effects associated with prolonged game play including lower levels of general and mental health (e.g., Credeur et al, 2019;Kocadag, 2020;Yin et al, 2020). Overall, it is necessary to also investigate performance (e.g., Sharpe et al, 2022) and health-related aspects in esports (e.g., Leis et al, 2021), such as sleep and self-confidence, and provide players with evidence-based interventions in the future (e.g., Brown & Fletcher, 2017;Rumbold et al, 2012).…”
Section: Factors Negatively Impacting Performancementioning
confidence: 99%
See 1 more Smart Citation
“…Addressing aspects such as an unhealthy lifestyle, coping strategies, and schedule issues seems to be of significant importance in esports due to short-and long-term effects associated with prolonged game play including lower levels of general and mental health (e.g., Credeur et al, 2019;Kocadag, 2020;Yin et al, 2020). Overall, it is necessary to also investigate performance (e.g., Sharpe et al, 2022) and health-related aspects in esports (e.g., Leis et al, 2021), such as sleep and self-confidence, and provide players with evidence-based interventions in the future (e.g., Brown & Fletcher, 2017;Rumbold et al, 2012).…”
Section: Factors Negatively Impacting Performancementioning
confidence: 99%
“…For instance, studies could investigate individual esports (e.g., League of Legends) and the relative efficacy of strategies according to gender, competitive setting, long-term effects, and objective performance outcomes (e.g., Brown & Fletcher, 2017). In order to investigate the effects of stress management strategies on performance outcomes, however, a greater understanding of performance indicators within specific esports is needed (Sharpe et al, 2022). Future research that adopts qualitative approaches should investigate the decision-making processes of practitioners in esports who use stress management strategies, particularly those identified in the current study (e.g., breathing and imagery).…”
Section: Future Researchmentioning
confidence: 99%
“…While all esports are video games, not all video games are esports in much the same sense that anyone can pick up a ball and play a game, but that does not mean that they have engaged in regulated, competitive sport for spectator enjoyment (Funk et al, 2018). Esports have competitive infrastructures that foster athletic talent and, at the upper echelons of its practice, provide a product that is worthy of spectatorship from the audience (e.g., Jenny et al, 2018;Sharpe et al, 2022;Witkowski & Manning, 2019). In other words, esports have experienced "sportification" which makes it appear similar to traditional sport (Heere, 2018).…”
Section: Esportsmentioning
confidence: 99%
“…For that, qualitative research is an adequate approach to generate in-depth insights into beliefs, assumptions, values, or practices and is a valuable tool [15,16]. Recently, qualitative studies have emerged in esports-related research, namely studies with players from different countries and esports modalities on subjective experiences of stressors and coping [17,18,19], perceptions of success determinants [20], perceptions of training effectiveness [21] and indexing esports performance [22]. Still, those problems and perceptions studied might depend on the context (e.g., esports modalities, country, esports settling development; [23,24].…”
Section: Introductionmentioning
confidence: 99%