| Literature DB >> 35735382 |
Kentaro Kawabe1,2, Fumie Horiuchi1,2, Rie Hosokawa1,2, Kiwamu Nakachi1,2, Junya Soga1,2, Shu-Ichi Ueno1.
Abstract
Esports (electronic sports) programs are a variant of competitive gaming and have expanded worldwide in recent years. The prevalence of problematic gaming and gaming disorders (GD) is predicted to increase in adolescents. Children with autism spectrum disorder (ASD) have a high rate of digital gaming use, and their characteristics, such as social communication deficits and restricted interests, might contribute to problematic gaming. In this study, we aimed to examine whether participation in an Esports program would lead to problematic gaming or GD in children with ASD. The Internet Gaming Disorder Test (IGD-20) scores, Kid-KINDL scores, and gaming time at home were assessed in eight children with ASD before beginning the Esports program and at the three-month follow-up timepoint. The program was held once a week at the welfare service center, where the participants played a set game for 60 min. The results indicated there was no significant worsening in any of the scores after the program. Our program provided the participation time and frequency of Esports, type of game, and motivation of the participants are adequately considered. Even though this pilot study is limited by the small sample size, we concluded that the risk of these activities leading to problematic gaming might be low.Entities:
Keywords: Esports; autism spectrum disorder; gaming disorder; mental health; problematic gaming; video games
Year: 2022 PMID: 35735382 PMCID: PMC9220122 DOI: 10.3390/bs12060172
Source DB: PubMed Journal: Behav Sci (Basel) ISSN: 2076-328X
Figure 1Domestic Esports market in Japan.
Change in the data that were derived from the evaluation instruments after the Esports program.
| No. | Age, Years | Sex | Diagnosis | Duration of Gaming at Home | Duration of Gaming at Home | IGD-20 | Kid-KINDL | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Physical Well-Being | Emotional Well-Being | Self-Esteem | Family | Friends | School Life | ||||||||||||||||
| pre | post | pre | post | pre | post | pre | post | pre | post | pre | post | pre | post | pre | post | pre | post | ||||
| 1 | 7 | Boy | ASD | 0 | 0 | 120 | 120 | 43 | 39 | 87.5 | 100 | 62.5 | 68.8 | 62.5 | 62.5 | 81.3 | 68.8 | 68.8 | 75 | 62.5 | 75 |
| 2 | 8 | Boy | ASD | 0 | 0 | 90 | 120 | 42 | 60 | 100 | 68.8 | 87.5 | 93.8 | 75 | 93.8 | 81.3 | 68.8 | 93.8 | 87.5 | 87.5 | 87.5 |
| 3 | 9 | Boy | ASD | 0 | 0 | 120 | 60 | 39 | 27 | 81.3 | 87.5 | 87.5 | 100 | 93.8 | 62.5 | 87.5 | 75 | 81.3 | 87.5 | 87.5 | 81.3 |
| 4 | 12 | Boy | ASD | 10 | 20 | 20 | 35 | 36 | 24 | 75 | 62.5 | 100 | 93.8 | 87.5 | 62.5 | 68.8 | 100 | 87.5 | 25 | 87.5 | 75 |
| 5 | 6 | Boy | ASD/ | 60 | 120 | 120 | 360 | 44 | 48 | 100 | 87.5 | 100 | 87.5 | 87.5 | 56.3 | 75 | 62.5 | 62.5 | 68.8 | 100 | 68.8 |
| 6 | 7 | Boy | ASD/ | 30 | 30 | 120 | 120 | 48 | 47 | 81.3 | 87.5 | 87.5 | 100 | 62.5 | 62.5 | 62.5 | 75 | 62.5 | 87.5 | 81.3 | 62.5 |
| 7 | 9 | Boy | ASD/ | 0 | 0 | 0 | 0 | 24 | 31 | 68.8 | 87.5 | 87.5 | 100 | 37.5 | 37.5 | 75 | 56.3 | 68.8 | 62.5 | 81.3 | 93.8 |
| 8 | 12 | Boy | ASD/ | 0 | 0 | 120 | 120 | 47 | 42 | 93.8 | 93.8 | 87.5 | 75 | 68.8 | 62.5 | 68.8 | 81.3 | 62.5 | 50 | 68.8 | 37.5 |
Abbreviations: IGD-20, Internet Gaming Disorder Test; ASD, autism spectrum disorder; ADHD, attention deficit hyperactivity disorder. pre: before beginning the Esports program, post: 3 months after the program.
Figure 2Changes in the Kid-KINDL subscale scores between baseline and 3 months after starting the Esports program in children with autism spectrum disorder. Wilcoxon signed-rank test: physical well-being, p = 0.87; emotional well-being, p = 0.56; self-esteem, p = 0.14; family, p = 0.66; friends, p = 0.77; school life, p = 0.17.