| Literature DB >> 31553236 |
Thomas Chung1, Simmy Sum1, Monique Chan1, Ely Lai1, Nanley Cheng1.
Abstract
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.Entities:
Keywords: esport; excessive gaming; gaming addiction; gaming disorder; problematic gaming; video games
Mesh:
Year: 2019 PMID: 31553236 PMCID: PMC7044624 DOI: 10.1556/2006.8.2019.46
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Support from governments or national organizations in the development of esports and penetration of esports activities
| Countries/jurisdictions | Governments/national organizations to support esports | Penetration of gaming/esports activities |
|---|---|---|
| Australia | The Australian Esports Association (AESA) was formally established as a non-profit association in April 2013. It is a national body that is actively involved in the development of policy, planning, infrastructure, and initiatives for esports in Australia ( | 68% of Australians have been identified as gamers ( |
| Around 1.5 million of Australians were esports fans in 2016 ( | ||
| Canada | Canada’s first esports gaming arena in Richmond, BC, will be set up to open in June 2019 and feature seating for 110 spectators ( | 21.2 million of Canadians were estimated to be gamers in 2018 ( |
| Game revenue reached US$2.4 billion in 2018 ( | ||
| China | In 2003, the General Administration of Sport of China officially recognized esports as a sports event ( | About 560 million people, 70% of the country’s online population play games in China. This accounts for 57% of the global esports audience ( |
| About 3.5 billion hr of esports videos were viewed and 11.1 billion esports streams were delivered in China in 2016 ( | ||
| Germany | Germany joined South Korea, China, Russia, Italy, and South Africa by officially recognizing esports. German clubs are able to apply for non-profit status. They will be entitled to reduce corporate and commercial taxes and it is easier for foreign esports players to compete in Germany ( | The number of frequent gamers in Germany was estimated to be 28.9 million in 2016 ( |
| More than 20% of Internet users were aware of esport offerings ( | ||
| Hong Kong | The government viewed esports as a new sector with economic potential. In 2018–2019, the government allocated HKD100 million (US$12.8 million) to promotion of esports including building facilities, technological development, and talent nurturing ( | The Hong Kong Tourism Board has organized the “e-Sports & Music Festival Hong Kong” since 2017 ( |
| Singapore | Singapore’s Cybersports & Online Gaming Association (SCOGA), a non-profit organization, was founded by a group of enthusiastic gamers and formally registered in February 2008. It has been working with various government bodies to advocate cyber-wellness and launch digital literacy programs ( | SCOGA estimated that over 2 million of the population in Singapore were casual gamers and over 500,000 were esports fans ( |
| South Korea | In 2000, the government became involved in the Korean e-Sports Association to manage esports and actively promote esports competitions ( | The number of gamers in South Korea was estimated to be 28.9 million in 2018 ( |
| Game revenue reached US$5.8 billion in 2018 ( | ||
| Taiwan | The government supports and facilitates esports development through different measures. Mayor of Taipei promised to support the industry with the policy of “private sector leads, government supports” ( | The number of gamers in Taiwan was estimated to be 14.5 million in 2018 ( |
| Game revenue reached US$1.2 billion in 2018 ( | ||
| United Kingdom | Established in 2016, the British Esports Association is a not-for-profit organization that aims to foster future British talent, increase awareness of esports, and provide expertise and advice. Its mottos are Promote, Improve, and Inspire. With focus on the grassroots level, the association hopes to help educate parents, teachers, media, and the government about esports and its benefits ( | The UK’s esports audience is set to grow from 6.5 million in 2016 to 8 million in 2019, with a cumulative annual growth rate of 7.5% ( |
| United States | The US Government recognizes esports players as professional athletes, issuing professional players P-1 visas ( | The number of gamers in America was estimated to be 178.7 million in 2018 ( |
| Game revenue reached US$31.5 billion in 2018 ( |