| Literature DB >> 34691761 |
Ana Monteiro Pereira1,2, Pedro Teques1,3,4, Evert Verhagen5, Vincent Gouttebarge6,7,8, Pedro Figueiredo1,9,10, João Brito1.
Abstract
BACKGROUND: The escalated competitive pressure and professionalisation of esports players could predispose them to mental health symptoms. We aimed to develop a model to explore the association between distress and anxiety/depression symptoms and potential associations between adaptive or maladaptive coping strategies, sleeping disturbance, alcohol consumption and eating habits in electronic football players.Entities:
Keywords: anxiety; depression; mental; sleep
Year: 2021 PMID: 34691761 PMCID: PMC8506853 DOI: 10.1136/bmjsem-2021-001149
Source DB: PubMed Journal: BMJ Open Sport Exerc Med ISSN: 2055-7647
Figure 1Hypothesised path model for the relationships between distress in eFootball players with anxiety/depression symptoms, coping strategies and the outcome variables sleep disturbance, alcohol consumption and poor eating habits. Note: positive paths in continuous lines and negative paths in dashed lines.
Sample characteristics
| Variables | n (%) |
| Sex | |
| Male | 285 (97.6) |
| Female | 7 (2.4) |
| Nationality | |
| Portuguese | 280 (95.9) |
| Other nationality | 12 (4.1) |
| Education | |
| Did not study/finish any level | 3 (1.0) |
| Elementary school | 9 (3.1) |
| Non-academic course | 64 (21.9) |
| High school | 144 (49.3) |
| University | 72 (24.7) |
| Sports federation status | |
| Non-registered | 77 (26.4) |
| Previously registered | 183 (62.7) |
| Still registered | 32 (11.0) |
Characterisation of esports practice
| Variables | n (%) |
| EA FIFA game mode* | |
| 1 vs 1 | 181 (62) |
| 2 vs 2 | 35 (12) |
| Pro Clubs | 182 (62.3) |
| Preferred game platform | |
| PS4 | 247 (84.6) |
| Xbox | 15 (5.1) |
| Personal computer | 29 (9.9) |
| Other | 1 (0.3) |
| Type of esports practice† | |
| Professional | 18 (6.2) |
| Recreational | 274 (93.8) |
| Level of esports competitions | |
| National | 178 (61.0) |
| International | 11 (3.8) |
| Both | 103 (35.3) |
| Included in an esports team | |
| Yes | 158 (54.1) |
| No | 134 (45.9) |
| Practice of other video games | |
| Yes | 233 (79.8) |
| No | 59 (20.2) |
*More than one response was accepted.
†Professional practice=‘My eFootball practice is remunerated’; recreational practice=‘My eFootball practice is not remunerated’.
Means, SD, squared correlations, reliability, convergent and discriminant validity among all scales
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
| 1. Distress | 1.00 | |||||||
| 2. Depression | 0.03** | 1.00 | ||||||
| 3. Anxiety | 0.57** | 0.06** | 1.00 | |||||
| 4. Maladaptive | 0.23** | 0.01 | 0.14** | 1.00 | ||||
| 5. Adaptive | −0.01* | −0.01 | −0.06** | 0.17** | 1.00 | |||
| 6. Sleep disturbance | 0.10** | 0.01 | 0.14** | 0.03* | −0.05** | 1.00 | ||
| 7. Alcohol consumption | 0.02* | 0.01 | 0.05** | 0.01 | −0.03** | 0.01 | 1.00 | |
| 8. Eating habits | 0.05* | 0.01 | 0.04** | 0.01 | −0.02* | 0.04** | 0.14** | 1.00 |
| % (95% CI)/t-score | 22.2 | 37.1 | 38.0 | 41.5 | 51.0 | 45.2 | 25.3 | 26.3 |
| AVE | 0.66 | 0.75 | 0.59 | 0.32 | 0.31 | 0.46 | 0.54 | 0.32 |
| M | 0.68 | 1.30 | 0.73 | 1.17 | 1.92 | 3.55 | 1.09 | 4.52 |
| SD | 0.64 | 0.78 | 0.74 | 0.57 | 0.55 | 0.86 | 0.76 | 1.39 |
| CR | 0.85 | 0.94 | 0.89 | 0.72 | 0.76 | 0.52 | 0.76 | 0.63 |
*P< 0.05, **P<0.01.
%, prevalence of mental health symptoms; AVE, variance average extracted; CR, composite reliability; M, mean.
Figure 2Hypothesised structural model for the relationships between distress in eFootball players, anxiety/depression symptoms, coping strategies and the outcome variables sleep disturbance, alcohol consumption and poor eating habits. *Standardised path coefficients significant at the 0.01 level; **standardised path coefficients significant at the 0.05 level. Non-significant paths were excluded for visual simplicity.