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Truong A, Miller A, Asch S. Pediatric Sports Dermatology. Pediatr Rev 2024; 45:271-284. [PMID: 38689113 DOI: 10.1542/pir.2023-006040] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 05/02/2024]
Affiliation(s)
- Andrew Truong
- Department of Dermatology, University of Minnesota, Minneapolis, MN
| | - Allison Miller
- Department of Dermatology, University of Wisconsin, Madison, WI
| | - Sarah Asch
- Department of Dermatology, University of Minnesota, Minneapolis, MN
- Hometown Pediatric Dermatology PLLC, North Oaks, MN
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2
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Lachowicz M, Żurek A, Jamro D, Serweta-Pawlik A, Żurek G. Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study. Sci Rep 2024; 14:8904. [PMID: 38632364 PMCID: PMC11024211 DOI: 10.1038/s41598-024-59539-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/10/2023] [Accepted: 04/11/2024] [Indexed: 04/19/2024] Open
Abstract
In the dynamic landscape of e-sports, where intense competitive gaming demands high cognitive abilities, concentration performance and alternating attention play a pivotal role. E-sports encompass diverse genres, each requiring specific cognitive functions. Maintaining unwavering focus is crucial, as split-second decisions can determine victory. The study explores the potential of Virtual Reality (VR) training to enhance concentration performance and alternating attention, shedding light on the importance and possibilities of optimizing cognitive abilities for e-athletes. VR training emerges as a promising intervention, offering immersive environments for cognitive exercises. The study investigates the impact of VR training on concentration performance and alternating attention in amateur e-athletes, utilizing standardized tests. A randomized controlled trial with 66 participants reveals significant improvements in the VR training group, highlighting the adaptability and plasticity of cognitive processes. The findings suggest that VR training can enhance concentration abilities, providing valuable insights for e-sports and potentially extending to other fields requiring sustained attention and rapid task-switching. The study underscores the convergence of cognitive psychology, neuroscience, and VR technology, paving the way for innovative training methodologies and advancements in e-sports performance.
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Affiliation(s)
- Maciej Lachowicz
- Department of Biostructure, Wroclaw University of Health and Sport Sciences, 51-612, Wrocław, Poland.
| | - Alina Żurek
- Institute of Psychology, University of Wrocław, 50-137, Wrocław, Poland
| | - Dariusz Jamro
- Department of Physical Education and Sport, General Tadeusz Kosciuszko Military University of Land Forces, 51-147, Wrocław, Poland
| | - Anna Serweta-Pawlik
- Department of Occupational Therapy, Wroclaw University of Health and Sport Sciences, 51-612, Wrocław, Poland
| | - Grzegorz Żurek
- Department of Biostructure, Wroclaw University of Health and Sport Sciences, 51-612, Wrocław, Poland
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3
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Zhao M, Lu X, Zhang Q, Zhao R, Wu B, Huang S, Li S. Effects of exergames on student physical education learning in the context of the artificial intelligence era: a meta-analysis. Sci Rep 2024; 14:7115. [PMID: 38531948 DOI: 10.1038/s41598-024-57357-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/17/2023] [Accepted: 03/18/2024] [Indexed: 03/28/2024] Open
Abstract
Whether the application of exergames in physical education (PE) courses can significantly improve student performance in PE learning is still controversial. This review explores the promoting effect of exergames on student PE learning and the conditions in which the effect of exergames can be maximized. Based on the PICOS method, two researchers independently searched the ProQuest database, EBSCO database, Web of Science (WoS) database, PubMed database, Chinese National Knowledge Infrastructure (CNKI) database, Wanfang database, and VIP database, evaluated the literature quality using the Cochrane system evaluation manual, and performed a meta-analysis of the included literature. A total of 16 randomized controlled trials involving 2962 subjects were included in this study. The meta-analysis showed that exergames effectively improved student performance in PE learning (SMD = 0.45, 95% CI: 0.27-0.63, P < 0.00001). Subgroup analysis indicated that better results could be achieved when exergames were introduced in small kindergarten classes and continued for 1-2 months.
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Affiliation(s)
- Mengnan Zhao
- College of P.E. and Sports, Beijing Normal University, Beijing, 100875, China
| | - Xurui Lu
- College of P.E. and Sports, Beijing Normal University, Beijing, 100875, China
| | - Qi Zhang
- College of P.E., Yanshan University, Qinhuangdao, 066000, China
| | - Rutong Zhao
- Tianjin Experiment High School, Tianjin, 300074, China
| | - Bohang Wu
- Shenzhen Senior High School Group, Shenzhen, 518040, China
| | - Sheng Huang
- Chongqing Nankai Middle School, Chongqing, 400065, China
| | - Sunnan Li
- College of P.E. and Sports, Beijing Normal University, Beijing, 100875, China.
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4
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Monteiro Pereira A, Bolling C, Birch P, Figueiredo P, Verhagen E, Brito J. Perspectives of eFootball Players and Staff Members Regarding the Effects of Esports on Health: A Qualitative Study. SPORTS MEDICINE - OPEN 2023; 9:62. [PMID: 37493766 PMCID: PMC10371963 DOI: 10.1186/s40798-023-00617-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Received: 04/06/2023] [Accepted: 07/18/2023] [Indexed: 07/27/2023]
Abstract
BACKGROUND Recently, esports have been argued to impact esports players' health, particularly for those competing at higher levels. Esports are a relatively new phenomenon, and an inside perspective regarding esports players' needs and experiences is essential to promote adequate health support for this population. Thus, in this qualitative study, we explored the perspectives of elite esports players and staff members regarding the effects of esports participation on health. Ten semi-structured interviews were performed with members of the Portuguese FIFA (i.e. FIFA EA Sports®) eFootball National team (i.e. five elite electronic football players, one world-class electronic football player, two national team coaches, and two members of the esports department). Data analysis was undertaken following the principles of thematic analysis. RESULTS We identified four major superordinate themes: health definition (1), factors of esports that impact mental (2) and mental health (3), and strategies to improve esports players' health (4). Esports-related factors such as gaming, competition, and performance were said to impact mental health, while equipment, facilities, and esports-related sitting time affect physical health. To minimise those risks, four main strategies were suggested: optimising and scheduling esports training, improving lifestyle habits with an emphasis on physical health, enhancing facilities and equipment, and improving health support, particularly with a mental health professional. CONCLUSION Esports players and staff members are concerned and aware of esports' mental and physical demands. Understanding what esports players need and perceive about their health, complemented with the view of staff members, and their proposed strategies for health promotion might help define and prioritise healthcare needs, which could help players and the broad esports community.
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Affiliation(s)
- Ana Monteiro Pereira
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal.
- Research Center in Sports Sciences, Health, Sciences and Human Development, CIDESD, ISMAI, University of Maia, Maia, Portugal.
| | - Caroline Bolling
- Amsterdam Collaboration on Health and Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - Phil Birch
- Institute of Sport, Nursing and Allied Health, University of Chichester, Chichester, PO19 6PE, UK
| | - Pedro Figueiredo
- Physical Education Department, College of Education, United Arab Emirates University, Al Ain, Abu Dhabi, UAE
- Research Center in Sports Sciences, Health, Sciences and Human Development, CIDESD, Vila Real, Portugal
| | - Evert Verhagen
- Amsterdam Collaboration on Health and Safety in Sports, Department of Public and Occupational Health, Amsterdam Movement Sciences, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - João Brito
- Portugal Football School, Portuguese Football Federation, Oeiras, Portugal
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5
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Chow DHK, Mann SKF. Exergaming and education: a relational model for games selection and evaluation. Front Psychol 2023; 14:1197403. [PMID: 37484077 PMCID: PMC10359147 DOI: 10.3389/fpsyg.2023.1197403] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2023] [Accepted: 06/23/2023] [Indexed: 07/25/2023] Open
Abstract
Exergaming, or technology-driven physical exercise, has gained popularity in recent years. Its applications include physical education, health promotion, and rehabilitation. Although studies have obtained promising results regarding the positive effects of exergaming, the outcomes of exergaming for different populations remain undetermined. Inconsistencies in the literature on this topic have multiple potential explanations, including the content and demand of the exergames and the capability of the exergamer. A model with a sound theoretical framework is required to facilitate matching between games and gamers. This article proposes a relational model based on a matrix of Bloom's taxonomy of learning domains and the performance components of exergames. Appropriate matching of the physical demands of an exergame and the ability of the exergamer would enhance the effective usage of exergaming for individuals with various needs. This theory-based exergame model is developed to promote the general development, physical status, and psychosocial well-being of students, older adults, and individuals with rehabilitation needs. This model may provide a resource for future research on the application, effectiveness, and design of exergaming.
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Scorza FA, Fiorini AC, Lima CCD, Camilo N, Magro EP, Guimarães L, Pavanelli C, Finsterer J, Almeida ACGD, Fonseca MCM, Fujita RR, de Barros TL, Scorza MMC, Moret MA, Teixeira-Machado L, Arida RM. Medical research: Are e-Sports really sports? Clinics (Sao Paulo) 2023; 78:100190. [PMID: 37011457 PMCID: PMC10757292 DOI: 10.1016/j.clinsp.2023.100190] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/05/2023] [Revised: 02/25/2023] [Accepted: 03/08/2023] [Indexed: 04/03/2023] Open
Affiliation(s)
- Fulvio A Scorza
- Disciplina de Neurociência, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil; Escola Paulista de Medicina, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil.
| | - Ana C Fiorini
- Departamento de Fonoaudiologia, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil; Programa de Estudos Pós-Graduado em Fonoaudiologia, Pontifícia Universidade Católica de São Paulo (PUC-SP), São Paulo, SP, Brazil
| | - Camila C de Lima
- Departamento de Fonoaudiologia, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil; Programa de Estudos Pós-Graduado em Fonoaudiologia, Pontifícia Universidade Católica de São Paulo (PUC-SP), São Paulo, SP, Brazil
| | - Nilton Camilo
- Escola Paulista de Medicina, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil
| | - Eliana P Magro
- Escola Paulista de Medicina, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil
| | - Liliane Guimarães
- Escola Paulista de Medicina, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil
| | | | | | - Antônio-Carlos G de Almeida
- Laboratório de Neurociência Experimental e Computacional, Departamento de Engenharia de Biossistemas, Universidade Federal de São João del-Rei (UFSJ), São João del-Rei, MG, Brazil
| | - Marcelo C M Fonseca
- Departamento de Ginecologia, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil
| | - Reginado R Fujita
- Departamento de Otorrinolaringologia, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), SP, São Paulo, Brazil
| | - Turibio L de Barros
- Departamento de Fisiologia, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brasil; Physio Science, USA
| | - Miguel M C Scorza
- Disciplina de Neurociência, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brazil
| | - Marcelo A Moret
- SENAI-Cimatec, Salvador, BA, Brazil; Departamento de Ciências Exatas e da Terra (DCET), Universidade do Estado da Bahia (UNEB), Salvador, BA, Brazil
| | | | - Ricardo M Arida
- Departamento de Fisiologia, Escola Paulista de Medicina/Universidade Federal de São Paulo (EPM/UNIFESP), São Paulo, SP, Brasil
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Mylona I, Glynatsis MN, Floros GD, Kandarakis S. Spotlight on Digital Eye Strain. CLINICAL OPTOMETRY 2023; 15:29-36. [PMID: 36875935 PMCID: PMC9983433 DOI: 10.2147/opto.s389114] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 01/09/2023] [Accepted: 02/22/2023] [Indexed: 06/18/2023]
Abstract
Digital Eye Strain (DES) is a clinical syndrome manifested with visual disturbances and/or ophthalmic dysfunction related to the usage of screen-enabled digital equipment. This term is gradually replacing the older term computer vision syndrome (CVS) that focused on the same symptoms found on personal computer users. DES is encountered more frequently during the past years due to the explosive increase in the usage of digital devices and subsequent increase in time in front of any screens. It presents with a series of atypical symptoms and signs stemming from asthenopia, dry eye syndrome, preexisting untreated vision issues and poor screen ergonomics. This review summarizes research data to date to determine whether the concept of DES has been conclusively defined and demarcated as a separate entity and if sufficient guidance is offered on professionals and the lay public. The maturity of the field, grouping of symptoms, examination techniques, treatment and prevention modalities are summarily presented.
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Affiliation(s)
- Ioanna Mylona
- Department of Ophthalmology, General Hospital of Katerini, Katerini, Greece
| | - Mikes N Glynatsis
- Department of Ophthalmology, ‘Hippokration’, General Hospital of Thessaloniki, Thessaloniki, Greece
| | - Georgios D Floros
- 2nd Department of Psychiatry, Aristotle University of Thessaloniki, Thessaloniki, Greece
| | - Stylianos Kandarakis
- 1st Department of Ophthalmology, General Hospital “G. Gennimatas”, National and Kapodistrian University of Athens, Athens, Greece
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8
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The eSports Medicine: Pre-Participation Screening and Injuries Management-An Update. Sports (Basel) 2023; 11:sports11020034. [PMID: 36828319 PMCID: PMC9966106 DOI: 10.3390/sports11020034] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2022] [Revised: 01/30/2023] [Accepted: 01/30/2023] [Indexed: 02/04/2023] Open
Abstract
Recently, electronic sports (eSports) became one of the growing forms of new media due to the wide diffusion of games and online technologies. Even if there is still a debate about the definition and characterization of eSports, eAthletes train heavily, compete in tournaments, must abide by competition, association, and governing body rules, just like all other athletes. Furthermore, as in any other competitive discipline, there can be injuries. Aberrant sitting posture, repetitive movements, screen vision, prolonged playing hours, and a sedentary lifestyle can lead to several medical hazards in musculoskeletal, ophthalmology, neurological, and metabolic systems. Moreover, several cardiovascular changes occur in eAthletes. This paper aims to explore the different injuries that can occur in a professional eAthlete, suggesting how every high-level gamer could benefit from a pre-participation evaluation and a correct injury prevention strategy.
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9
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Shen Y, Cicchella A. Health Consequences of Intensive E-Gaming: A Systematic Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:1968. [PMID: 36767334 PMCID: PMC9915906 DOI: 10.3390/ijerph20031968] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/29/2022] [Revised: 01/18/2023] [Accepted: 01/19/2023] [Indexed: 06/18/2023]
Abstract
The aim of this review is to examine the links among the different factors that determine harmful or even deadly events in professional and semiprofessional intensive Esports players. Cases of serious injuries or even death in young (<35 years old) male professional Esports players are reported every year. Fatalities and injuries in professional Esports players (PEGS) have only affected male players, and these events have mostly been concentrated in Asia. Studies in the literature have reported several causes and mechanisms of injuries. Links between injuries and previous comorbidities have emerged from the extant literature; obesity and/or metabolic disorders, seizures (associated with overstimulation of the eyes), heart malfunctions, high basal and abrupt increases in systolic blood pressure (SBP), prolonged stress, and poor posture have been associated with injuries. Several clinical signs have been identified and the question emerges whether or not self-regulation by Esports associations or public health authorities is necessary.
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Affiliation(s)
- Yinhao Shen
- International College of Football, Tongji University, Shanghai 200092, China
| | - Antonio Cicchella
- International College of Football, Tongji University, Shanghai 200092, China
- Department for Quality-of-Life Studies, University of Bologna, 47921 Rimini, Italy
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10
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eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2023. [DOI: 10.1155/2023/6798748] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/09/2023]
Abstract
The HK Special Administrative Region Government has been making efforts to promote active aging among older adults. This qualitative study is aimed at gaining an understanding of the perception of and experiences in eSports among middle-aged and older adults in HK, China, using the Theory of Planned Behavior. Thirty-nine adults aged >45 years were stratified by (a) whether they had experience of participating in eSports and (b) age (i.e., 45–64 years vs. ≥65 years). In addition, 10 administrators working in community centres for middle-aged and older adults were invited for a semistructured interview. The results revealed the pertinent themes of (a) behavioral beliefs (physical benefits (enhanced physical activity levels, body coordination, and cognition), social benefits (increased interactions and team communication and enlarged social circle), psychological benefits (stereotype breaking, sense of recognition, enjoyment, and improved mood), and adverse health effects (psychological intensity, frustration, obsession with winning, overuse strain, and sleep disturbance)), (b) normative beliefs (support and encouragement from family and nonfamily members), and (c) control beliefs (game content, program personnel attitude, resource availability (venue, equipment, and manpower), administrators’ perspectives, and support from the industry). The study results will be instrumental to the development of related interventions and instruments for middle-aged and older adults, will enable researchers to explore the benefits of eSports programs for the studied population, and will promote healthy and active aging in the long term.
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Lam WK, Liu RT, Chen B, Huang XZ, Yi J, Wong DWC. Health Risks and Musculoskeletal Problems of Elite Mobile Esports Players: a Cross-Sectional Descriptive Study. SPORTS MEDICINE - OPEN 2022; 8:65. [PMID: 35553264 PMCID: PMC9106768 DOI: 10.1186/s40798-022-00458-3] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/14/2022] [Accepted: 04/25/2022] [Indexed: 11/10/2022]
Abstract
BACKGROUND Mobile-gaming athletes sit in the same posture for prolonged periods, contributing to significant health risks. This study investigated the health profiles, fatigue, pain and complaints, and musculoskeletal problems of full-time mobile-gaming athletes. METHODS A total of 50 elite mobile-gaming athletes were involved in this study. They were the starting lineup players from all ten professional teams competing in a top-tier multiplayer online battle arena tournament. A survey was conducted to evaluate their fatigue patterns, pain levels, and complaints. A descriptive analysis was conducted to evaluate the athletes' health profiles [body mass index (BMI), fat ratio], fatigue, number of complaints, and musculoskeletal problems. The associations of career duration with BMI, fat ratio, and the total number of confirmed injuries were then determined using Spearman's rank correlation test. RESULTS A total of 46% and 44% of the participants felt tired frequently and occasionally, while 34% and 58% experienced eyestrain frequently and occasionally, respectively. More than 30% of the participants reported headache and rhinitis. A longer esports career duration was associated with a reduction in BMI (r = -0.272, p = 0.056). Career duration had no significant association with smoking habits (p = 0.666), alcohol habits (p = 0.655), coffee habits (p = 0.946), rounds of games for which the player could maintain concentration (p = 0.253), ease of eyestrain (p = 0.569), tiredness (p = 0.510), dizziness (p = 0.071), or leg numbness (p = 0.318). CONCLUSION The findings of this study stress the significance of esports injuries and indicate preventive measures for both athletes and recreational players.
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Affiliation(s)
- Wing-Kai Lam
- Sports Information and External Affairs Centre, Hong Kong Sports Institute, Hong Kong, China.
| | - Rui-Tan Liu
- Dr. Chen Sport Training and Rehabilitation Research Center, Beijing, 101111, China
| | - Bob Chen
- Dr. Chen Sport Training and Rehabilitation Research Center, Beijing, 101111, China
| | - Xin-Zhou Huang
- Dr. Chen Sport Training and Rehabilitation Research Center, Beijing, 101111, China
| | - Jie Yi
- Dr. Chen Sport Training and Rehabilitation Research Center, Beijing, 101111, China
| | - Duo Wai-Chi Wong
- Department of Biomedical Engineering, Faculty of Engineering, The Hong Kong Polytechnic University, Hong Kong, 999077, China.
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Lam WK, Chen B, Liu RT, Cheung JCW, Wong DWC. Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series. BIOLOGY 2022; 11:biology11050737. [PMID: 35625465 PMCID: PMC9138953 DOI: 10.3390/biology11050737] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/11/2022] [Revised: 05/02/2022] [Accepted: 05/10/2022] [Indexed: 11/16/2022]
Abstract
Professional esports athletes spend a long time in the same sitting posture during training and competition. Mobile esports may exacerbate potential postural problems because of the closer and unsupported arms and because athletes spend more time in a forward-/flexed-head posture. Prolonged sitting in these postures carries significant health risks and may lead to musculoskeletal problems and injuries. The objective of this retrospective study is to assess the posture, mobility, and stability of the spine for professional mobile esports athletes. We collected spine-assessment data from 48 athletes participating in a top-tier league on a real-time-strategy battle-arena online game. The spinal assessment was conducted using the SpinalMouse® under upright standing and trunk flexion in addition to the Matthiass test. Measurements were converted into Idiag Scores by the SpinalMouse® software. The Idiag Posture, Idiag Mobility, and Idiag Stability scores were 62.50 (IQR: 21), 63.50 (IQR: 19.5), and 54.50 (IQR: 14.5), respectively, and were significantly lower (p < 0.001) than the reference normative value (100). Age was found to have a weak positive correlation with the posture score (ρ = 0.29, p = 0.048). Although career duration appeared to lower the scores, the association was insignificant (p > 0.05). The scores also had no significant association with body height, body mass, body mass index, and esports team (p > 0.05). It was anticipated that mobile-based esports would attenuate the biomechanics of the spine and increase the likelihood of musculoskeletal problems, such as neck and back pain.
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Affiliation(s)
- Wing-Kai Lam
- Sports Information and External Affairs Centre, Hong Kong Sports Institute, Hong Kong 999077, China;
| | - Bob Chen
- Dr Chen Sport Training and Rehabilitation Research Center, Beijing 101111, China;
- Correspondence: (B.C.); (D.W.-C.W.); Tel.: +86-137-0106-6063 (B.C.); +852-2766-7669 (D.W.-C.W.)
| | - Rui-Tan Liu
- Dr Chen Sport Training and Rehabilitation Research Center, Beijing 101111, China;
| | - James Chung-Wai Cheung
- Department of Biomedical Engineering, Faculty of Engineering, The Hong Kong Polytechnic University, Hong Kong 999077, China;
| | - Duo Wai-Chi Wong
- Department of Biomedical Engineering, Faculty of Engineering, The Hong Kong Polytechnic University, Hong Kong 999077, China;
- Correspondence: (B.C.); (D.W.-C.W.); Tel.: +86-137-0106-6063 (B.C.); +852-2766-7669 (D.W.-C.W.)
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Ekdahl D. Both Physical and Virtual: On Immediacy in Esports. Front Sports Act Living 2022; 4:883765. [PMID: 35615346 PMCID: PMC9126049 DOI: 10.3389/fspor.2022.883765] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/25/2022] [Accepted: 03/29/2022] [Indexed: 11/24/2022] Open
Abstract
This article strives to make novel headway in the debate concerning esports' relationship to sports by focusing on the relationship between esports and physicality. More precisely, the aim of this article is to critically assess the claim that esports fails to be sports because it is never properly “direct” or “immediate” compared to physical sports. To do so, I focus on the account of physicality presented by Jason Holt, who provides a theoretical framework meant to justify the claim that esports is never properly immediate and therefore never sports. I begin by motivating Holt's account of physicality by contrasting it with a more classical way of discussing physicality and sports, namely in terms of physical motor skills. Afterwards, I introduce Holt's account of physicality as immediacy and engage with its assumptions more thoroughly to problematize the claim that esports is fundamentally indirect. Lastly, I argue that the assumption that esports necessarily lacks immediacy is based on a narrow understanding of body and, consequently, of space. In response, I offer a different way of thinking about body and space, focusing on the subjective, bodily engagement of the esports practitioners with their practice, whereby physical space and virtual space can be appreciated as immediately interconnected during performance in a hybrid manner. In providing such an account, the article contributes directly to the broader, growing discussion on the relationship between physicality and virtuality in an increasingly digital world.
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Affiliation(s)
- David Ekdahl
- Department of Sports Science and Clinical Biomechanics, University of Southern Denmark, Odense, Denmark
- Department for the Study of Culture, University of Southern Denmark, Odense, Denmark
- *Correspondence: David Ekdahl
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Franks RR, King D, Bodine W, Chisari E, Heller A, Jamal F, Luksch J, Quinn K, Singh R, Solomon M. AOASM Position Statement on Esports, Active Video Gaming, and the Role of the Sports Medicine Physician. Clin J Sport Med 2022; 32:e221-e229. [PMID: 35470342 PMCID: PMC9042337 DOI: 10.1097/jsm.0000000000001034] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/27/2021] [Accepted: 12/20/2021] [Indexed: 02/02/2023]
Abstract
ABSTRACT Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in popularity, resulting in projected revenue of over $1 billion by the end of this past year. The global pandemic of 2020 had little to no effect on these increasing numbers because athletes have been able to continue to engage in sports because of its electronic nature and fans have been able to follow them virtually. Esports has been recognized as an organized sport by the International Olympic Committee, the US National Collegiate Athletic Association, and several secondary school athletic associations within the United States. In addition, professional teams have been established in several major cities within the United States, Canada, Europe, and Australia. With the growth of esports, the necessity of incorporating esports medicine into the practice of sports medicine physicians has become paramount. Esports can be played on a monitor or screen and played using physical activity in what has become known as active video gaming. Within both of these platforms, there have emerged certain conditions unique to esports. There are also certain conditions seen in other sports applicable to esports athletes. This document will review the evaluation of the esports athlete, introduce conditions unique to these athletes and review common conditions seen in esports, discuss diagnostics used in the evaluation of esports athletes, introduce treatment options for conditions unique to esports and review those for commonly seen injuries in esports, discuss prevention of injuries in esports, and introduce a framework for the future development of esports medicine that can be introduced into the daily practice of the sports medicine physician.
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Affiliation(s)
| | | | - Warren Bodine
- Greater Lawrence Family Health Center, Lawrence, Massachusetts
| | | | - Alan Heller
- Rothman Institute, Philadelphia, Pennsylvania
| | - Faraz Jamal
- Rowan School of Osteopathic Medicine, Stratford, New Jersey
| | - John Luksch
- Rothman Institute, Philadelphia, Pennsylvania
| | - Kate Quinn
- Maine Medical Partners Orthopedics and Sports Medicine, Portland, Maine
| | - Raunak Singh
- Rowan School of Osteopathic Medicine, Stratford, New Jersey
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15
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Associations Between Esports Participation and Health: A Scoping Review. Sports Med 2022; 52:2039-2060. [PMID: 35486374 DOI: 10.1007/s40279-022-01684-1] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/30/2022] [Indexed: 12/15/2022]
Abstract
Esports are a contemporary phenomenon, with millions of people involved. Still, scientific literature on the topic is scarce. Anecdotal reports, mostly based on what is known from videogames practice, have associated esports with unhealthy lifestyles and health-related problems. The present scoping review aimed to provide an overview of findings from studies regarding the health and well-being in adult esports players, while identifying the most studied topics in the field and those still lacking scientific research.The search was conducted in MEDLINE, Scopus, Web of Science, B-on, and ESCBO databases. Studies regarding health consequences of esports practice conducted with adult esports players were included. No exclusion criteria concerning age, sex, esports modality, or esports level were applied, but articles related to other forms of video gaming or gambling were excluded. The search was limited to peer-reviewed articles. Opinion and review articles were excluded.There were 1416 articles retrieved from which 33 met the inclusion criteria. Lifestyle habits, sleep, exercise and physical health (including musculoskeletal health), physiological demands, and mental health were the main topics of investigation. Several gaps in the literature were identified, namely studies on cardiovascular, respiratory, or metabolic health, or consuming-related risks. Also, the lack of homogeneous methodologies and definitions used in esports-related studies was identified.Esports practice has been associated with different health-related symptoms, but more studies using more robust methodologies and appropriate research design are needed. Topics such as cardiovascular health or the use of performance-enhancing drugs are lacking.
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16
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Klier K, Seiler K, Wagner M. Influence of esports on Sleep and Stress. ZEITSCHRIFT FUR SPORTPSYCHOLOGIE 2022. [DOI: 10.1026/1612-5010/a000368] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Abstract. Recreative sleep and a low stress level are important health- and performance-enhancing factors in daily life. The present investigation examines the influence of esports on sleep and stress. In a counterbalanced within-subjects design, 44 participants (37 males, 7 females, 25.2 ± 4.6 years old) completed both a gaming and a nongaming session on two consecutive evenings. We assessed individual sleep duration and individual stress parameters via a Garmin® smartwatch in addition to a short subjective scale. The results show that, in the gaming condition, total sleep time was significantly lower than in the nongaming condition ( p = .003). The participants’ stress level was significantly increased after gaming compared to nongaming ( p = .005). Future research should not only examine the long-term effects of esports on health longitudinally, but also establish suitable sleep interventions and stress coping strategies.
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Affiliation(s)
- Kristina Klier
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
| | - Kirstin Seiler
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
| | - Matthias Wagner
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
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17
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Tartar JL, Banks JB, Marang M, Pizzo F, Antonio J. A Combination of Caffeine, TeaCrine® (Theacrine), and Dynamine® (Methylliberine) Increases Cognitive Performance and Reaction Time Without Interfering With Mood in Adult Male Egamers. Cureus 2021; 13:e20534. [PMID: 35103121 PMCID: PMC8768451 DOI: 10.7759/cureus.20534] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 12/20/2021] [Indexed: 11/24/2022] Open
Abstract
Background Involvement in video game activities and competitive video gaming (esports) is a rapidly growing field. Moreover, there is a marked interest in identifying nutritional supplements to safely improve egamer performance. Methodology We conducted a repeated-measure, randomized crossover study to compare the effects of caffeine (125 mg), caffeine (125 mg) + Dynamine® (75 mg) + TeaCrine® (50 mg) (CDT), and matched placebo across three testing sessions (one week apart) among 50 young male egamers. We tested the effect of each product on multiple measures of cognition, self-reported mood (anxiety, alertness, and headache), and biomarkers of arousal (cortisol and salivary alpha-amylase). We also measured electroencephalogram power during the cognitive tasks. Finally, we tested whether individual differences in xenobiotic metabolism would affect the study outcome measures by genotyping each participant for cytochrome P450 1A2*1F (CYP1A2*1F) allele status. Results Compared to pre-dose, CDT improved performance on the Flanker Test of Inhibitory Control and improved reaction time on the Psychomotor Vigilance Task post-dose. Compared to the placebo, caffeine increased self-reported anxiety whereas the CDT combination increased self-reported alertness. Compared to the CDT combination, caffeine increased self-reported headaches. Physiological measures suggested that increases in delta EEG power and cortisol production are associated with the effects observed in the CDT condition to optimize certain aspects of egamer performance. CYP1A2*1F allele status did not moderate outcome variables between conditions in this study. Conclusions CDT is a safe and effective product for improving cognitive performance among egamers without increasing self-reported anxiety or headaches. EEG changes demonstrate that CDT increased attention to internal processing (i.e., increased cortical delta power) and potentially increased cognitive control (i.e., increased cortical theta frequency), while the increases in cortisol suggest increased energy mobilization. Future work should aim to clarify the physiological underpinnings of CDT-induced changes in performance and examine the effects of CDT under naturalistic egamer conditions.
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18
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Ketelhut S, Martin-Niedecken AL, Zimmermann P, Nigg CR. Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon. Front Sports Act Living 2021; 3:693700. [PMID: 34604743 PMCID: PMC8481377 DOI: 10.3389/fspor.2021.693700] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2021] [Accepted: 08/23/2021] [Indexed: 12/29/2022] Open
Abstract
Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and positively influence it. Esports has an enormous potential for physical activity and health-promoting efforts, provides a context for broadly disseminating interventions, and offers new ways of gaining access to an often-neglected population. This paper presents: the potential of the esports phenomenon to promote physical activity, health, and well-being in gamers and esports players; the strategic and preventive solutions to ameliorate esports possible adverse health impacts; and the utilization of esports technology (streams, media platforms, exergames, etc.) as an innovative health promotion tool, especially reaching gamers and esports players with attractive and interactive interventions. This is to encourage systematic scientific research so that evidence-based guidelines and intervention strategies involving regular physical activity, healthy diet, and sleep hygiene for esports will be developed. The goal is to promote public health approaches that move toward a better integration of esports and gaming.
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Affiliation(s)
- Sascha Ketelhut
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
| | | | - Patrick Zimmermann
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
| | - Claudio R. Nigg
- Department of Health Science, Institute of Sport Science, University of Bern, Bern, Switzerland
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More Than a Game: Musculoskeletal Injuries and a Key Role for the Physical Therapist in Esports. J Orthop Sports Phys Ther 2021; 51:415-417. [PMID: 34465141 DOI: 10.2519/jospt.2021.0109] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
Abstract
The esports industry is growing exponentially: more viewers, more support, more money, and more players. Esports competitors require high-level cognitive function and dexterity. There is an increasing demand for physical therapists to manage esports-related musculoskeletal injuries across all levels of play (amateur, semi-professional, professional). Clinicians have relied on general musculoskeletal principles and extrapolating research findings from other populations, including athletes, office workers, air traffic controllers, and musicians, to inform an evidence-based practice approach to assessing and managing injury in esports competitors. The physical demands of esports competitors are triple those of office workers, varying across esports games, platforms (computer, console, mobile), and levels of performance. We highlight the role of physical therapy in esports, the need for best-practice guidelines for musculoskeletal health care, the current research evidence, and the large research gaps in the field. J Orthop Sports Phys Ther 2021;51(9):415-417. doi:10.2519/jospt.2021.0109.
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