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The influence of an esports-adapted coping effectiveness training (E-CET) on resilience,mental health,and subjective performance among elite league of Legends players: A pilot study
Affiliation:1. Physical Activity, Sport and Exercise Research Theme, Faculty of Health, Southern Cross University, Australia;2. Manna Institute, Southern Cross University, Australia;3. Faculty of Creative Industries, Education and Social Justice, Queensland University of Technology, Australia;4. Institute of Health and Wellbeing, Federation University, Berwick, Australia;1. Faculty of Kinesiology and Physical Education, University of Toronto, 55 Harbord St, Toronto, Ontario, Canada;2. Ontario Institute for Studies in Education, University of Toronto, 252 Bloor St. W, Toronto, Ontario, Canada;1. Carnegie School of Sport, Leeds Beckett University, United Kingdom;2. Department of Sport and Exercise Sciences, Durham University, United Kingdom;1. Laboratoire Motricité, Interactions, Performance, MIP - EA4334, Le Mans Université, Nantes Université, Le Mans, Nantes, France;2. Univ. Grenoble Alpes, SENS, Grenoble, France;3. LAPCOS, Université Côte d’Azur, Nice, France;4. Swiss Center for Affective Sciences, University of Geneva, Geneva, Switzerland;5. Laboratory for the Study of Emotion Elicitation and Expression (E3Lab), Department of Psychology, University of Geneva, Geneva, Switzerland
Abstract:ObjectiveThis study aimed to develop, and pilot esports-adapted coping effectiveness training (E-CET) and measure its influence on coping effectiveness (global and specific), subjective performance, mental health (psychological distress and wellbeing), and resilience.DesignFive elite male League of Legends players competing in the League of Legends Circuit Oceania participated in a mixed methods research design. The effects of E-CET were measured using a within-subjects quasi-experimental design (i.e., pre-to-post, no control group). To measure the effects of E-CET on specific stressors, a longitudinal diary design was used.MethodPlayers participated in a 2-h session of E-CET and a 45-min follow-up workshop. The 2-h workshop delivered content on two conceptual areas: (1) developing awareness of the stress and coping process; and (2) how to cope with stress. Players completed pre-intervention, post-intervention, and follow-up measures and twice-weekly stress journals.ResultsE-CET led to increases in players' perceived coping effectiveness and subjective performance, but there were no changes in psychological distress, psychological wellbeing, and resilience. However, the results indicate some positive signs for future coping interventions with League of Legends players and iterations of E-CET.ConclusionThe E-CET program appears to provide an opportunity to improve performance and mental health for esports players.
Keywords:Sport psychology  Esports  Competitive gaming  Performance psychology  Pilot studies  Stress
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