| Literature DB >> 31803495 |
Ana Monteiro Pereira1,2, João Brito1, Pedro Figueiredo1,2, Evert Verhagen3,4.
Abstract
In recent years, virtual sports or 'eSports' have grown exponentially both recreationally and at the professional level. eSports comprise several regulated video games played competitively, using electronic platforms. Some eSports competitions present a structure comparable to traditional sports, and eSports players, even with major skills and mental focus, need preparation and training to thrive. However, little is known about the demands of eSports competitions and continuous training. As the popularity and stakes rise, concerns about the health and emerging risks of eSports participation might arise. Indeed, in the absence of proper descriptive data about the specific characteristics of the eSports population (including factors such as screen time, physical activity, overuse injuries or training environment), effective prevention and care cannot be developed nor provided. Therefore, quality healthcare and prevention strategies are needed. In the current viewpoint, we argue that those involved with Sports Science and Medicine should lead the discussion and reflect on the health effects of eSports participation, providing scientifically-based arguments to better answer to the current eSports professionalism. © Author(s) (or their employer(s)) 2019. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ.Entities:
Keywords: athlete; sitting time; sports & exercise medicine
Year: 2019 PMID: 31803495 PMCID: PMC6887499 DOI: 10.1136/bmjsem-2019-000606
Source DB: PubMed Journal: BMJ Open Sport Exerc Med ISSN: 2055-7647
Figure 1Set-Up of the virtual football (EA SPORTS FIFA19) 2018–2019 season for clubs, as organised by the Portuguese Football Federation.
Figure 2Global overview of eSports spectators (in millions of people). Historical information and projection* based on data retrieved online from: https://www.wepc.com/news/video-game-statistics/; and NewZoo, free 2018 global eSports market report, 2018.
Figure 3Global overview of eSports revenues (in millions of USD). Historical information and projection* based on data retrieved online from: https://www.wepc.com/news/video-game-statistics/; https://www.mmogames.com/wp-content/uploads/2018/05/2017-video-game-trends-and-stats-1.png; and NewZoo, free 2018 global eSports market report, 2018.
Figure 4Levels of physical activity based on IPAQ survey data of virtual football players registered with the Portuguese Football Federation and participating in official eSports competitions (n=721; χ2=499.52; p<0.01).13