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      Professional Gaming and Pro-Gamers: What Do We Know So Far? A Systematic Review

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      Games and Culture
      SAGE Publications

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          Abstract

          Professional gaming is organized competitive digital gameplay supported by advertisers and businesses. With its rising popularity and spectatorship, virtual gaming as a profession is now a reality. The aim of this paper is to evaluate peer-reviewed articles from the past two decades that empirically examine gaming as a profession or the myriad facets of being a professional gamer published in scholarly journals. The themes that emerge from the results of the included studies ( n = 32) are (a) the socio-cultural appeal of gaming as a profession, (b) socio-psychological elements of pro-gamers’ everyday lives, and (c) the health and physiology of pro-gamers. It is found that the literature on health and physiology ( n = 14) overshadows other dimensions of pro-gaming in academic research. In conclusion, studies must reflect on gamers’ legal status as working professionals, their organizational contracts, and the legality of the industry country by country to fill the research gap.

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          PICO, PICOS and SPIDER: a comparison study of specificity and sensitivity in three search tools for qualitative systematic reviews

          Background Qualitative systematic reviews are increasing in popularity in evidence based health care. Difficulties have been reported in conducting literature searches of qualitative research using the PICO search tool. An alternative search tool, entitled SPIDER, was recently developed for more effective searching of qualitative research, but remained untested beyond its development team. Methods In this article we tested the ‘SPIDER’ search tool in a systematic narrative review of qualitative literature investigating the health care experiences of people with Multiple Sclerosis. Identical search terms were combined into the PICO or SPIDER search tool and compared across Ovid MEDLINE, Ovid EMBASE and EBSCO CINAHL Plus databases. In addition, we added to this method by comparing initial SPIDER and PICO tools to a modified version of PICO with added qualitative search terms (PICOS). Results Results showed a greater number of hits from the PICO searches, in comparison to the SPIDER searches, with greater sensitivity. SPIDER searches showed greatest specificity for every database. The modified PICO demonstrated equal or higher sensitivity than SPIDER searches, and equal or lower specificity than SPIDER searches. The modified PICO demonstrated lower sensitivity and greater specificity than PICO searches. Conclusions The recommendations for practice are therefore to use the PICO tool for a fully comprehensive search but the PICOS tool where time and resources are limited. Based on these limited findings the SPIDER tool would not be recommended due to the risk of not identifying relevant papers, but has potential due to its greater specificity.
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            The benefits of playing video games.

            Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.
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              Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”

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                Author and article information

                Contributors
                Journal
                Games and Culture
                Games and Culture
                SAGE Publications
                1555-4120
                1555-4139
                February 07 2023
                : 155541202311540
                Affiliations
                [1 ]School of Humanities and Social Sciences, National Institute of Science Education and Research Bhubaneswar, Homi Bhabha National Institute, Training School Complex, Anushaktinagar, Mumbai 400094, India
                Article
                10.1177/15554120231154058
                d3d9fd33-8ec8-4272-9947-a1e27f086cd1
                © 2023

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