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Source: InCites
Abstract
competitive video games cyber sport e-athlete esports Health Sciences Hälsovetenskaper Idrottsvetenskap Medical and Health Sciences Medicin och hälsovetenskap psychological skills Psychology Psychology (excluding Applied Psychology) Psykologi Psykologi (exklusive tillämpad psykologi) Samhällsvetenskap self-regulation Social Sciences social support Sport and Fitness Sciences video game Sport and exercise psychology Expanding knowledge in psychology
The aims of the present study were twofold. First, to investigate self-reported social support, self-regulation, and psychological skill use in esports athletes (e-athletes) compared to traditional athletes. Second, to determine if self-reported social support, self-regulation, and psychological skill use influenced e-athlete in-game rank. An online survey was used to collect data from an international sample of e-athletes (n = 1,444). The e-athletes reported less social support, self-regulation, and psychological skill use than reported by traditional athletes in previous studies. E-athletes with higher scores in social support, self-regulation, and psychological skill use was associated with higher in-game rank. The lack of an organisational structure in esports may be a contributing factor as to why e-athletes score lower than traditional athletes on social support, self-regulation, and psychological skill use. Future research is warranted to explore the development of esports programs aiming to promote athletes’ social support, self-regulation, and use of psychological skills to enhance in-game performance and well-being.
Details
Title
Social support, self-regulation, and psychological skill use in e-athletes
Creators
Michael G Trotter - Queensland University of Technology
Tristan J Coulter - Queensland University of Technology
Paul A Davis - Umeå University
Dylan R Poulus - Southern Cross University
Remco Polman - Queensland University of Technology