publication . Article . Other literature type . 2018

The Psychology of Esports: A Systematic Literature Review

Fanni Bányai; Mark D. Griffiths; Orsolya Király; Zsolt Demetrovics;
Open Access English
  • Published: 05 Mar 2018
  • Publisher: Springer
  • Country: China (People's Republic of)
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (i) the process of becoming an esport player, (ii) the characteristics of esport players such as mental skills and motivations, and (iii) the motivations of esport spectators. These findings draw attention to ...
free text keywords: Sociology and Political Science, General Psychology, Vulnerability, Social psychology, Systematic search, Mental skills, Professionalization, Video game playing, Psychology, Systematic review
Related Organizations
28 references, page 1 of 2

Adamus, T. (2012). Playing computer games as electronic sport: In search of a theoretical framework for a new research field. In J. Fromme, & A. Unger (Eds.), Computer games and new media cultures: A handbook of digital games studies (pp. 477-490). Dordrecht: Springer Netherlands. [OpenAIRE]

Brock, T. (2017). Roger Caillois and e-sports: On the problems of treating play as work. Games and Culture, 12(4), 321-339.

Caillois, R. (2001). Man, play and games. Chicago: University of Illinois Press.

Campbell, J. (1965). Hero with 1000 faces. New York: World.

Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., … Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods, 43(3), 814-825.

Elo, S., & Kyngäs, H. (2008). The qualitative content analysis process. Journal of Advanced Nuring, 62(1), 107-115. [OpenAIRE]

Engeström, Y. (1993). Developmental studies of work as a testbench of activity theory: The case of primary care medical practice. In S. Chaiklin, & J. Lave (Eds.), Understanding practice: Perspectives on activity and context (pp. 64-103). Cambridge: Cambridge University Press. [OpenAIRE]

Engeström, Y. (1999). Activity theory and individual and social transformation. In Y. Engeström, R. Miettinen, & R.-L. Punamäki (Eds.), Perspectives on activity theory (pp. 19-38). Cambridge: University Press. [OpenAIRE]

Engeström, Y., Miettinen, R., & Punamäki, R.-L. (1999). Perspectives on activity theory. Cambridge: Cambridge University Press. [OpenAIRE]

Entertainment Software Association (2017). Essential facts about the computer and video game industry. Retrieved February 8, 2017, from:

Faust, K., Meyer, J., & Griffiths, M. D. (2013). Competitive and professional gaming: Discussing potential benefits of scientific study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77.

Glaser, B., & Strauss, A. (1967). Grounded theory: The discovery of grounded theory. Sociology, 12, 27-49.

Fisher, S. E., & Griffiths, M. D. (1995). Current trends in slot machine gambling: Research and policy issues. Journal of Gambling Studies, 11, 239-247.

Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259.

Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14, 53-73.

28 references, page 1 of 2
Powered by OpenAIRE Open Research Graph
Any information missing or wrong?Report an Issue
publication . Article . Other literature type . 2018

The Psychology of Esports: A Systematic Literature Review

Fanni Bányai; Mark D. Griffiths; Orsolya Király; Zsolt Demetrovics;