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Will esports result in a higher prevalence of problematic gaming? A review of the global situation
BACKGROUND AND AIMS: Video gaming is highly prevalent in modern culture, particularly among young people, and a healthy hobby for the majority of users. However, in recent years, there has been increasing global recognition that excessive video gaming may lead to marked functional impairment and psy...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Akadémiai Kiadó
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7044624/ https://www.ncbi.nlm.nih.gov/pubmed/31553236 http://dx.doi.org/10.1556/2006.8.2019.46 |
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author | Chung, Thomas Sum, Simmy Chan, Monique Lai, Ely Cheng, Nanley |
author_facet | Chung, Thomas Sum, Simmy Chan, Monique Lai, Ely Cheng, Nanley |
author_sort | Chung, Thomas |
collection | PubMed |
description | BACKGROUND AND AIMS: Video gaming is highly prevalent in modern culture, particularly among young people, and a healthy hobby for the majority of users. However, in recent years, there has been increasing global recognition that excessive video gaming may lead to marked functional impairment and psychological distress for a significant minority of players. Esports is a variant of video gaming. It is a relatively new phenomenon but has attracted a considerable number of followers across the world and is a multimillion dollar industry. The aim of this briefing paper is to review the global situation on esports and related public health implications. METHODS: A non-systematic review was conducted. Information obtained from the Internet and PubMed was collated and presented as genres of games, varieties and magnitudes of impacts, popularity, fiscal impact in monetary terms, government involvement, and public health implications. RESULTS: There are several different kinds of esports but there was no clear categorization on the genre of games. Many tournaments have been organized by gaming companies across the world with huge prize pools, and some of these events have government support. Little information on the health effects associated with esports was identified. DISCUSSION AND CONCLUSIONS: A majority of the sources of information were from commercial settings, and failed to declare conflicts of interest, which may result in a biased picture of the current situation. When gaming activity is being further promoted under the umbrella of esports, it seems reasonable to expect an increase in problematic gaming and thus increased prevalence of gaming disorder and hazardous gaming. With increasing demand for treatment services for gaming addition/disorder in different countries across the world, it is a significant public health concern. More empirically based research on this topic is needed. |
format | Online Article Text |
id | pubmed-7044624 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Akadémiai Kiadó |
record_format | MEDLINE/PubMed |
spelling | pubmed-70446242020-03-06 Will esports result in a higher prevalence of problematic gaming? A review of the global situation Chung, Thomas Sum, Simmy Chan, Monique Lai, Ely Cheng, Nanley J Behav Addict Review Article BACKGROUND AND AIMS: Video gaming is highly prevalent in modern culture, particularly among young people, and a healthy hobby for the majority of users. However, in recent years, there has been increasing global recognition that excessive video gaming may lead to marked functional impairment and psychological distress for a significant minority of players. Esports is a variant of video gaming. It is a relatively new phenomenon but has attracted a considerable number of followers across the world and is a multimillion dollar industry. The aim of this briefing paper is to review the global situation on esports and related public health implications. METHODS: A non-systematic review was conducted. Information obtained from the Internet and PubMed was collated and presented as genres of games, varieties and magnitudes of impacts, popularity, fiscal impact in monetary terms, government involvement, and public health implications. RESULTS: There are several different kinds of esports but there was no clear categorization on the genre of games. Many tournaments have been organized by gaming companies across the world with huge prize pools, and some of these events have government support. Little information on the health effects associated with esports was identified. DISCUSSION AND CONCLUSIONS: A majority of the sources of information were from commercial settings, and failed to declare conflicts of interest, which may result in a biased picture of the current situation. When gaming activity is being further promoted under the umbrella of esports, it seems reasonable to expect an increase in problematic gaming and thus increased prevalence of gaming disorder and hazardous gaming. With increasing demand for treatment services for gaming addition/disorder in different countries across the world, it is a significant public health concern. More empirically based research on this topic is needed. Akadémiai Kiadó 2019-09-25 2019-09 /pmc/articles/PMC7044624/ /pubmed/31553236 http://dx.doi.org/10.1556/2006.8.2019.46 Text en © 2019 The Author(s) http://creativecommons.org/licenses/by-nc/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated. |
spellingShingle | Review Article Chung, Thomas Sum, Simmy Chan, Monique Lai, Ely Cheng, Nanley Will esports result in a higher prevalence of problematic gaming? A review of the global situation |
title | Will esports result in a higher prevalence of problematic gaming? A review of the global situation |
title_full | Will esports result in a higher prevalence of problematic gaming? A review of the global situation |
title_fullStr | Will esports result in a higher prevalence of problematic gaming? A review of the global situation |
title_full_unstemmed | Will esports result in a higher prevalence of problematic gaming? A review of the global situation |
title_short | Will esports result in a higher prevalence of problematic gaming? A review of the global situation |
title_sort | will esports result in a higher prevalence of problematic gaming? a review of the global situation |
topic | Review Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7044624/ https://www.ncbi.nlm.nih.gov/pubmed/31553236 http://dx.doi.org/10.1556/2006.8.2019.46 |
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