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      Esports: The Chess of the 21st Century

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          Abstract

          For many decades, researchers have explored the true potential of human achievement. The expertise field has come a long way since the early works of de Groot (1965) and Chase and Simon (1973). Since then, this inquiry has expanded into the areas of music, science, technology, sport, academia, and art. Despite the vast amount of research to date, the capability of study methodologies to truly capture the nature of expertise remains questionable. Some considerations include (i) the individual bias in the retrospective recall of developmental activities, (ii) the ability to develop ecologically valid tasks, and (iii) difficulties capturing the influence of confounding factors on expertise. This article proposes that expertise research in electronic sports (esports) presents an opportunity to overcome some of these considerations. Esports involves individuals or teams of players that compete in video game competitions via human-computer interaction. Advantages of applying the expert performance approach in esports include (i) developmental activities are objectively tracked and automatically logged online, (ii) the constraints of representative tasks correspond with the real-world environment of esports performance, and (iii) expertise has emerged without the influence of guided systematic training environments. Therefore, this article argues that esports research provides an ideal opportunity to further advance research on the development and assessment of human expertise.

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          Most cited references34

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          The role of deliberate practice in the acquisition of expert performance.

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            Perceptual-cognitive expertise in sport: a meta-analysis.

            Research focusing on perceptual-cognitive skill in sport is abundant. However, the existing qualitative syntheses of this research lack the quantitative detail necessary to determine the magnitude of differences between groups of varying levels of skills, thereby limiting the theoretical and practical contribution of this body of literature. We present a meta-analytic review focusing on perceptual-cognitive skill in sport (N = 42 studies, 388 effect sizes) with the primary aim of quantifying expertise differences. Effects were calculated for a variety of dependent measures (i.e., response accuracy, response time, number of visual fixations, visual fixation duration, and quiet eye period) using point-biserial correlation. Results indicated that experts are better than nonexperts in picking up perceptual cues, as revealed by measures of response accuracy and response time. Systematic differences in visual search behaviors were also observed, with experts using fewer fixations of longer duration, including prolonged quiet eye periods, compared with non-experts. Several factors (e.g., sport type, research paradigm employed, and stimulus presentation modality) significantly moderated the relationship between level of expertise and perceptual-cognitive skill. Practical and theoretical implications are presented and suggestions for empirical work are provided.
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              Breaking the stereotype: the case of online gaming.

              Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85%). Over 60% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.
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                Author and article information

                Contributors
                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                30 January 2019
                2019
                : 10
                : 156
                Affiliations
                [1] 1Human Performance Research Centre, Faculty of Health, University of Technology Sydney , Moore Park, NSW, Australia
                [2] 2High Performance Department, Rugby Australia , Moore Park, NSW, Australia
                [3] 3Institute of Sport, Exercise and Active Living, Victoria University , Melbourne, VIC, Australia
                [4] 4Movement Science, Australian Institute of Sport , Bruce, ACT, Australia
                Author notes

                Edited by: Ana-Maria Cebolla, Free University of Brussels, Belgium

                Reviewed by: Remco Polman, Queensland University of Technology, Australia; Michael J. Richardson, Macquarie University, Australia

                *Correspondence: Matthew A. Pluss, matthew.a.pluss@ 123456student.uts.edu.au

                This article was submitted to Movement Science and Sport Psychology, a section of the journal Frontiers in Psychology

                Article
                10.3389/fpsyg.2019.00156
                6363684
                30761055
                0d40b14e-9fa0-4f0a-99b9-d776f6938e11
                Copyright © 2019 Pluss, Bennett, Novak, Panchuk, Coutts and Fransen.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 20 October 2018
                : 16 January 2019
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 44, Pages: 5, Words: 0
                Categories
                Psychology
                Perspective

                Clinical Psychology & Psychiatry
                electronic sports,expertise,expert performance,excellence,skilled performance,video games,gaming

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