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E-Sports, Anxiety, Aggression And Psychological Well-Being- A Correlational Study

Lata Arya, Usha Sharma, Sukhmani Singh


*Student, **Assistant Professor, ***Assistant Professor
* University of Delhi, **Amity Institute of Psychology and Allied Sciences, Amity
University, Noida *** Chandigarh University, Mohali

Abstract
Electronic sports or e-sports is also known as online gaming, professional gaming, computer
gaming, nowadays eSports has gained a lot of popularity in the area of research. The people
actively participate in it and most people even consider it as their career option, although this
sports has both positive and negative effects on the life of an individual. In view to this the
present study investigated the relationship between eSports, anxiety, aggression and
psychological well-being among adolescents and young adults. Also, the gender difference in
eSports, anxiety, aggression and psychological well-being was explored. The sample
comprised of 102 participants within the age range of 16-27 years. The following
questionnaire were used i.e. Problematic gaming questionnaire (POGQ-SF) by Papay et al.,
(2013); Hamilton Anxiety Scale (HAM-A), developed by Hamilton (1959); Buss-Perry
Aggression Questionnaire (BPAQ) and Psychological Well-being Scale (PWS-SF),
developed by psychologist Carol D. Ryff, in 1995. The analysis revealed that there was no
significant relationship between eSports and anxiety, whereas a positive relationship was
found between eSports and aggression, and a negative relationship was found between
eSports and psychological well-being. The findings provide insights into eSports parameters
and problematic gaming.
Keywords: Anxiety, e sports, psychological wellbeing, Aggression

Introduction

A competitive gaming also termed as e sports is an team play that is done by interactive
systems such as video game. Since, past few years the industry is in demand has taken place
and is earning revenue in the millions. Viewing the demand of the e sports, the players has
also been risen in last few years (Peterson, 2015) and this has raised revenues for players as
well by winning from competition, sponsorships, earned income from their live broadcasts
(online streaming) (Edge, 2013).
The people indulging in online games could be for enormous reasons which could
include overcoming challenges, reducing stress, socializing with other people and
entertainment (Wu et al. 2008).
As per Wagner (2006) eSports has been described as “a field of sports activity in
which individuals develop and train psychological and physical skills in the use of
information technologies”. Although the definition cannot be suitable for all the other
aspects of eSports. This has been corrected by recent definition of defining eSports as a type
of sports where virtual networks promote the key aspects of the sport; the input of players and
teams and the performance of the eSports system are facilitated by human and computer
interacting components. Finally, computer games are perceived as competitive and organic
approach to gaming.

eSports in India

As discussed the popularity of e sports have been grown in recent years and same is been
noticed in India, as in September last year India won bronze in e sports last year. This
exemplify the increasing rate of e sports and has immense potential in India as well. The
game designers were 25 in 2010, and that figure has increased up to 250 till date, with more
each year entering this list. Huge companies such as Paytm, Alibaba, Tencent and even
Nazara have heavily invested in the Indian gaming industry, which has become one of the
five best mobile gaming countries.
Sponsorship is the bulk of the revenue generated in esports, which is why businesses such as
Asus, Oppo and even many huge companies have invested money in India to arrange and
support esports tournaments. For the first time, Mumbai is expected to host one of it's largest
esports gaming competitions, ESL (Electronic Sports League), which will see Dota 2 gamers
from around the globe participate in the two-day competition, aside from local tournaments
such as PUBG Mobile India Series 2019 (Vyshnavi, 2020)

Challenges for eSports in India


With popularity comes challenges and same is been faced by India's esports sector. The
Indian gaming community is not very developed right now. There is really no other major
publisher with a local presence in India, except Tencent, and that is just what it lacks. Esports
will need to have educational institutions, much as every other sport, to support aspiring
gamers improve their talents (Rathee, 2018).
There is currently no specific esports academic institutions in India, but it is expected that
some institution will be established in coming years. Even though India's video game
industry is somewhere around four years old, there is a lot to reflect upon the sports
industry, relative to countries such as China and North America. While 5G is in the process,
as the high speed internet is the esports sector's cornerstone, the process needs to be
increased.

Mental Health issues related to Esports


Mentioned above studies state that e sports have enormous challenges with respect to its
demands and maintaining their place in the technology field. With the challenges comes
different issues related to mental and physical both. As per researches it has been reflected
that computer games are criticized for all manner of negative mental health consequences.
Few research have suggested that gaming leads to people feeling nervous, frustrated, irritated,
or even aggressive. Nevertheless, adaptive cognitive patterns, depressive thoughts and
behaviours, low self-esteem, depression, and poor academic success are often correlated with
inappropriate and intense video gaming (Kanojia, 2019).

By nature, online gaming really aren't evil. Anxiety or depression are not inherently triggered
by them as in contrast there has been researches which found that extreme video gaming
while playing is shown to be related to optimistic feelings and social interactions but we
cannot deny the fact that video game addiction, however, can definitely may pose few
problems even worst. Few problems noted by researches revealed that many players started to
play computer games in order to hide their emotions that may have faced such as harassment
at school, or on social networks when they went home. In such scenarios, a computer game
seemed to be the only escape for the person. The reason could be that they feel that the only
place where they can indulge themselves and avoid real life's emotional distress. The function
of various parts of the brain in gamers was looked at in an fMRI report in a research. It was
found that amygdala is the part that regulates anxiety and negative feelings in your brain. The
research shows that the amygdala calms down while your amygdala is involved, i.e. when
you are feeling discomfort or anxiety, and you start playing a video game. Video games
basically encourage us to escape and inhibit negative emotions (Steinkuehler & Williams,
2006).
Thus, even when they know that their gaming problem is affecting their success in life,
people get trapped playing video games. They begin to feel that they are lazy and want to
play video games, because they do not realize why they should not stop.
There is a link between computer games and heightened depression and anxiety. The
relationship, however, does not inherently mean association, since people who are sad or
depressed are attracted to video games because they help alleviate adverse emotions. They
build a pattern of gaming which allows them to get lost in reality. They eventually wind up
being, inevitably, sad. If an individual is addicted to video games and goes nowhere else in
life, then they are likely to have lower self-worth and trust. Moreover, players are not judged
while they are online for external items. Yet they are judged for these things as they go out
into the actual world, and since they are not adjusted to being judged, they feel very
awkward. They are starting to sit indoors to stop going outside. This makes overall things
difficult as later on chances to develop and explore are then lost. This makes their self-
esteem low and even much worse over time (Rodriguez, Palmieri-Smith and Krishnan,
2020).
Moreover, joining online communities to chat about playing games, interaction with one
another for playing, and talking through headsets helps players feel that they are part of
something. Unfortunately, the more people run towards the world of video games, the more
they get away from their real world and also from the people of that world. Internet peers are
becoming more familiar and soothing, while people in the real world seems more provoking
and threatening. This affects the overall relationship with friends and family also gets
affected.

eSports and anxiety

Our brain has the power in the future to perceive possible concerns. That is what we call
anxiety if this skill gets out of balance. Becoming addicted to online video games gives us
discomfort, so we don't do the stuff that we feel we can do while we play these games. We
are not worried, though, about ignoring them in the moment or not having already done them
in the past. In reality, we are anxious about the repercussions of not discussing certain items.
Video games do not actually induce fear, so sometimes it causes anxious feelings as they
take control over an individual's life and they start neglecting more crucial things.
Those ramifications lies in the future. There is a strong relationship between anxiety and
eSports. Due to video games, people feel variety of anxiety, which keeps them captivated to
playing video games. The more time people spend playing games, the more are the chances
of increasing their anxiety. However, the researchers have not yet ascertained that the cause
of anxiety is more directly related to playing eSports games, rather researches appeared to
demonstrate that eSport and anxiety are related. This implies that both have no cause-and-
effect relationship but both are related to each other and contribute to each other (Peterson,
2019).
A study done by Tham, Ellithorpe & Meshi (2020) to examine the symptoms of anxiety and
depression in problematic gamers showed an increase amount of anxiety among players. An
online survey was conducted with 361 participants, from universities and esport group. A
path-analysis was conducted to identify the symptoms of anxiety and depression associated
with eSports. It was found that problematic gaming has been strongly correlated with
diminished real-world social support and enhanced in-game social support. Also, problematic
gaming has maintained a major direct impact on depression and anxiety.

1.6 eSports and aggression

Aggressive behaviour is one in which physical as well as emotional harm is done to other
people. It may vary from the verbal violence to degradation of the property of the victim.
Colman (2003) described aggressive behaviour as “a behaviour in which the primary cause is
to injure a person physically or mentally. The causes of aggressive behaviour include, family
size personal relationship, environment, person’s health and experience in life and his or her
own personality. Moreover, aggressive behaviour is further divided into: Hostile,
instrumental, emotional, rational, physical and verbal aggression (Onukweefor, 2012).
Researchers have found that violent online games promotes aggressive ideas, behaviours
patterns, and emotions, whether it is for long term or short term (Goldbeck, and Pew, 2018).
Playing violent eSports also reduces the likelihood of prosocial behaviour such as helping
people in need and showing empathetic behaviour towards people. Even though, men spend
more time than women in playing eSports but the impact of violent games can be harmful to
both male and females, which promotes aggressive behaviour patterns.
Adachi & Willoughby (2016) on eSports and aggression. A longitudinal study was conducted
with 1132 young adults and 1492 adolescents. Moreover, competitive online games found to
be positively associated with aggression.

1.7 eSports and psychological well-being


Spending most of your day on computer screen has a lot of negative effects on a person
which can be physical, psychological or emotional. eSports athletes are subject to cognitive
and emotional stressors in many tournaments (Hallman & Giel, 2018). Moreover, internal
stressors contribute to team conflicts such as in-game interaction, critique, loss of trust etc,
whereas external stressors can come from the crowd and other competitors (Smith, Birch &
Bright, 2019).
Online gaming affects an individual’s mental health and at the same time harm
physical health. Researches has revealed that the online gaming also harm one’s ability to
think. Further, it has also been found that playing games for more than three to four hours can
lead to addictive behaviour in children. Symptoms such as psychiatric disorders, lack of
motivation, functional deficiency, deceit, withdrawal can caused by intense playing of
eSports (APA, 2013). Moreover, people who spend less time playing eSports have higher
levels of their psychological well-being as compared to those who spend more time on
eSports. Also, people who have less psychological well-being, have more chance of
developing depression (Krestofsti, 2019).
Also, Goh, Jones & Capello (2019) studied eSports and psychological well-being. The aim of
this study was to examine the effect of online gaming on psychological well-being. An
exploratory analyses and a cross-sectional method was used to assess the association between
playing hours and psychological well-being. Hence, the findings found that there was a
strong correlation between more playing time and lower psychological well-being.
Further, according to a research done by Kocadağ, (2020) on eSports and well-being. The
research sample comprised of 368 individuals from all over the world. The web-based
questionnaire and the psychological well-being scale were used to gather data obtained across
the Steam Community and Facebook. In this research, adolescents' psychological well-beings
were contrasted with facets of their job status and everyday playtime. In line with the
findings, professional Esports athletes had slightly poorer psychological well-being than that
of the other two working classes. And, the group of two who play over than 6 hours a day has
slightly poorer psychological well-being than that of the group of two who play fewer than 6
hours a day.

Rationale of the study

eSports means electronic support, which is also known as online gaming, professional
gaming, computer gaming and many more. Today, eSports has gained a lot of popularity as
people are actively participating in it and some even consider it as their career option,
although this sports has both positive and negative effects on the life of an individual.
Moreover, as we know that overuse of anything can have a huge impact on our lives,
similarly, eSports can have a profound effect on our mental and physical health due to
overuse or playing it excesively. Also, it has
been found that esports also affect our mental health in many ways, few researches have
noted that eSports are more likely to negatively affect adolescents and young adult as
compared to general population. Various studies have concluded that eSports has an impact
of an individual’s mental health such as anxiety, depression, self-esteem, psychological well-
being etc.
Viewing the above literature and there are less researches which has considered the
effects of eSports on psychological factors in the Indian population. In association with the
above review of literature this study focuses to identify the relationship of eSports with
anxiety, aggression and psychological well-being among youth. In order to understand the
effects of eSports through this analysis, it will be important to study the effect of eSports in a
country like India, where factors such as anxiety, suicide and violence has been rising and
are widely affected by the problematic use of eSports. Furthermore, the present research is
intended to provide ample solid evidence and scientific basis to encourage new research
projects on the relatively unexplored effects of eSports in terms of mental health.

Method
Aim: the aim of the present study is to explore the relationship between eSports, anxiety,
aggression and psychological well-being among youth.
Objectives:
The following objectives has been developed for the study-
● To explore the relationship between eSports and anxiety among youth.
● To explore the relationship between eSports and aggression among youth.
● To explore the relationship between eSports and psychological well-being among
youth.

Hypotheses
On the basis of above mentioned review of literature the following hypotheses has been
developed for the study-
H1- there would be no significant relationship between eSports and anxiety among youth
H2- there would be no significant relationship between eSports and aggression among youth
H3- there would be no significant relationship between eSports and psychological well-being
among youth
Design
The primary aim of the study was to investigate the relationship between eSports, anxiety,
aggression and psychological well-being among youth. The qualitative research method was
adopted using descriptive survey method. Quantitative analysis takes a deductive research
approach, placing currently existing ideas to the test when looking at social evidence
critically (Gratton and Jones, 2010; Ponterotto, 2005).
Moreover, the independent variable of the study was eSports and the dependent variables was
anxiety, aggression and psychological well-being. The study included four different
questionnaires and the data collection was done on online platforms.
Sample
The sample of the study comprised of 102 participants both male and female. The
participants were youth between the age group of 16 to 27 years. The participants were
randomly selected and most of the participants were in the age range of 18-26 years (n= 97).
Lastly, purposive sampling technique was used for the selection of sample.
Description of the tools
The following tools were used in the study:
1. Problematic Online Gaming Questionnaire (Papay, et al, 2013)
Problematic Online Gaming Questionnaire (POGQ-SF) was used in this study to assess the
problematic gaming in the participants. Papay et al., (2013) developed this scale to evaluate
problematic and non-problematic online gaming in players. This is a five points likert scale
that ranges from 1 "strongly disagree" to 5 "strongly agree." The scale has twelve items. The
score range is between 12 and 60. For problematic players, the cut-off score is 32.
POGQ is an appropriate tool for determining problematic online gaming, promoting potential
research, and supporting the implementation of prevention and recovery services by legal
officials and healthcare professionals.
2. Hamilton Anxiety Scale (Hamilton, 1959)
Hamilton Anxiety Scale (HAM-A) was used in this study to measure the anxiety level in
participants. The scale was developed by Hamilton, M. in 1959 and it requires 10-15 minutes
to complete. The scale consist of 14 items and this is a four point likert scale that ranges from
0 to 4. The scale can be used on adolescents, children, and adults.
Moreover, the score range of the scale is between 0-56, the participants falling under the
range of 0-17 consider to have low anxiety, 18-24 mild to moderate anxiety and 25 above,
moderate to severe anxiety.
3. Bussy-Perry Aggression Questionnaire (Buss & Perry, 1992)
Bussy-Perry Aggression Questionnaire (BPAQ) was used in this study to measure the level of
aggression in the participants. The scale has 29 items and it was developed by Buss and Perry
in 1992. This is a five point likert scale and it requires 15-20 minutes to complete.
Moreover the scale has for sub factors, which are physical aggression, verbal aggression,
anger and hostility and the total score range of the scale is between 29 and 145. The BPAQ is
widely used scale and it is very easy to administer.
4. Psychological well-being scale (Ryff, 1995)
Psychological well-being scale (PWB-SF) was used in this study to measure the level of
psychological well-being of the participants. Psychological well-being scale was developed
by psychologist Carol D. Ryff, in 1995. The scale has 18 items which measure well-being
and happiness of an individual. It is a seven-point likert scale and it requires 5-10 minutes to
complete. The higher score indicates the higher psychological well-being of an individual.
PROCEDURE
To study the relationship between eSports, anxiety, aggression and psychological well-being,
an online survey was conducted on 102 participant. Questionnaires were sent to the
participants via Google form and they were requested to answer each question truthfully
according to the given instruction. Their demographic details were also taken through Google
forms and most of the participants were in the age range of 18-26 years (n= 97). Further,
informed consent was taken before filling the questionnaires. They have been told that the
details they give about themselves and their responses will be kept completely confidential
and should be used exclusively for research purpose.
The Google from consisted of four different questionnaires, which measures the level of
anxiety, aggression, psychological well-being and problematic gaming among participants.
The participants were supposed to rate each statement by selecting a response that best
describes them. Most of the participants were from Delhi NCR and for each questionnaire, all
participants were given instructions as stated in the respective manuals. Lastly, the scores of
the participants were carefully recorded and administered.
RESULTS
For each of the four variables, mean, standard deviations, and frequency were calculated. In
addition, the raw scores of each variable were tabulated and interpreted using the scoring
keys. The same has been represented graphically.
Descriptive Statistics
Mean, median, standard deviation and skewness were calculated for problematic eSports ,
Anxiety, Aggression and psychological well-being among participants (table 1.1).
Table 1.1: Mean, Median, and Standard deviation of eSports
Descriptive Statistics E sports Anxiety Aggression.
PWB
Mean 26.02 11.23 77.51
82.21
Median 24.50 8.50 77 80
Standard deviation 9.318 8.506 19.37
12.08
Skewness .286 .850. .375 .411

Correlational Analysis
To understand the relationship between eSports, anxiety, aggression and psychological well-
being a Bivariate correlation (Pearson’s Constant) was conducted. Also, to better understand
the relationship between eSports and sub factors of psychological well-being, a correlation
was measured. The data indicating the relationship between eSports, anxiety, aggression and
psychological well-being is represented in Table 3.1. It was found that eSports was not
significantly related to anxiety (r= .112, p> .05). Further, aggression (r= .377, p< .05) was
found to be significantly and positively related to eSports, whereas psychological well-being
(r= -.259, p< .05) was found to be significantly and negatively related to eSports. The data
has been graphically represented in figure 1 to figure 3.

Table 3.1: Correlation table for eSports, anxiety, aggression and psychological well-being
S. No. Variables 1 2 3 4
1. eSports 1
2. Anxiety .112 1
3. Aggression .377** .520** 1
4. Psychological -.259** -.204* -.329** 1
well-being
**. Correlation is significant at the 0.01 level (2-tailed).
*. Correlation is significant at the 0.05 level (2-tailed).
Figure 1: scatter graph showing the relationship between eSports and anxiety.

Figure 2: scatter graph showing the relationship between eSports and aggression

Figure 3: scatter graph showing the relationship between eSports and psychological well-
being.
Discussion
The present study aimed to explore the relationship between eSports, anxiety, aggression and
psychological well-being among youth. The sample of the study comprised of 102
participants both male and female. The participants were youth between the age group of 16
to 27 years.
The first Hypothesis of the study stated that that there would be no significant relationship
between eSports and anxiety among youth. The findings revealed that eSports was not
significantly related with anxiety (r= .112, p> .05). Hence, the hypothesis is accepted.
On similar lines with present findings a research by Wang, Sheng & Wang (2019) studied
mobile game addiction. The study aimed to identify the correlation between mobile game
addiction, depression, loneliness and social anxiety among teenagers. Data was collected
from 600 students of senior secondary school. It was found that there was a positive
correlation between mobile game addiction, depression, loneliness and social anxiety.
Another, Hypothesis stated that there would be no significant relationship between eSports
and aggression among youth. According to the results obtained from a correlational analysis,
aggression (r= .377, p< .05) was found to be significantly and positively related to eSports.
Thus, a positive relationship was found between the scores of eSports and aggression among
the participants, which indicates that as the problematic gaming habits increases, the level of
aggression also increases. Hence, on the basis of the results obtained the null hypothesis was
rejected and the alternate hypothesis was accepted.In line with the present findings a study
done by Kim, Namkoong, Ku & Kim (2007) revealed the similar findings which investigated
the relationship between eSports addiction, aggression, self-control and narcissistic
personality traits. It was found that there was a positive relationship between online gaming
addiction and aggression. Furthermore, in a research done by Dowsett & Jackson (2019) on
violent/competitive gaming and aggression. The aim of this study was to identify the effect of
playing violent and competitive video games on aggression. A sample of 64 participants were
taken and they were asked to play both violent and competitive online games. Further, the
finding showed that competitive games leads to more aggressive behaviour as compared to
violent games.

Furthermore, third Hypothesis stated that there would no significant relationship between
eSports and psychological well-being among youth. The present findings revealed that
psychological well-being (r= -.259, p< .05) was found to be significantly and negatively
related to eSports. It was found that there was a negative relationship between eSports and
psychological well-being, which indicates that as the problematic gaming habits increases,
the psychological well-being of an individual decreases. Thus, Hence, the hypothesis was
rejected. On similar lines, a research by Goh, Jones & Capello (2019) studied eSports and
psychological well-being. The aim of this study was to examine the effect of online gaming
on psychological well-being. Further, the findings found that there was a strong correlation
between more playing time and lower psychological well-being.

Limitations
No study is complete without some limitations, in view to the present findings the limitations
would be small sample size effecting the generalizations of results. The participants of the
study were mainly from Delhi NCR, hence the sample was again restricted to the location.
Further, the biasness of the respondents, as in all other researches, may have affected the
responses.
Recommendations
For further studies, the present research can be useful as a theoretical base for future
researchers in this field as there are only limited studies in India and the esport field is the
area to be explored in near future. In a country like India, this present research also represent
eSports parameters and gender disparities in problematic gaming. According to the results,
problematic gaming should be investigated in the Indian community in order to take the
requisite measures to prevent its harmful effects.
Furthermore, the age group comparison can give us more generalized results. Lastly, the
research further shows that the attributes of males and females, as well as problematic and
non-problematic gamers, vary. As a result, more advanced and oriented research for each
sub-group will be expected in the future.
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