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Journal ArticleDOI

The Psychology of Esports: A Systematic Literature Review

TL;DR: It is suggested that future research should focus on esport players’ psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
Abstract: 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: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.

Summary (3 min read)

Introduction

  • Playing video games has become one of the most popular recreational activities, not just among children and adolescents, but also among adults too (Entertainment Software Association 2017).
  • In summary, according to these definitions and descriptions, esports are alternate sports, and a special way of using video games and engaging in gameplay (Adamus 2012) .
  • The second criterion concerns institutional stability, which means esport requires centralized rules for regulation and stabilization to be recognized as a sport, and not just viewed as a juvenile recreation activity (Jenny et al. 2016) .
  • Many researchers have examined the motivations of gamers, and even if the theoretical basis and the examined video game genres are different, some general and common motivational patterns have been found according to various empirical studies carried out.
  • Furthermore, there are no systematic reviews of the psychological literature to date.

Methods

  • The present study aimed to collate and review all the empirical studies concerning esport from a psychological perspective published between 2000 and 2017.
  • Given that competitive gaming only started to occur after videogames could be played online and against other people, the year 2000 was chosen as a start date for the search because the playing of videogames competitively did not exist prior to this date.
  • The data collection included all studies published between January 2000 to July 2017.
  • The following keywords were used in the respective search engines: 'esport video gam*'; 'professional gam*'; 'pro gam*'; 'competitive video gam*'; 'esport competitive video gam*'; 'sport video gam*' and 'professional video gam*'.
  • Based on the inclusion criteria (i.e., an empirical study containing new primary data and published in a peer reviewed journal in the English language), a total of 22 papers were excluded because they were either non-empirical (n=11), were published in conference proceedings or student theses (n=8), or were not specifically focused on esport (n=3).

Becoming an esport player

  • In a study by Seo (2016) , the author focused on different perspectives of esport definition, and examined whether esport was fun or work (or neither) by attending esports tournaments in a number of countries and via in-depth interviews with 10 professional eSports players.
  • Seo (2016) characterized professional esport playing as a serious leisure activity, following Stebbins' (1982) definition.
  • When players gain a more developed competency, they experience the enjoyment of the gaming itself again (achieving stage).
  • They 'lose' the glory and satisfaction they experienced earlier (and enter the slumping stage) before having to recover (recovering stage).
  • The authors drew attention to the motivational patterns that change during the development of an esport player, highlighting the fact that esport players use these particular video games differently from a casual gamer.

The characteristics of esport players

  • A recent study by (Himmelstein et al. 2017 ) interviewing five esport players identified the mental skills and techniques used by esport players in achieving optimal performance in a highly competitive gaming environment.
  • The stronger motivations of spending time on esport playing were competition, peer pressure, and skill building for actual playing of sport.
  • Compared to traditional sport behavior involvement, the study explored similarities between esport and traditional sport consumption (i.e., game attendance, game participation, sports viewership, sports readership, sports listenership, online usage specific to sports, and purchase of team merchandise).
  • The competition, challenge, and escapism motivations were identified as the need gratifications obtained through esport.

Motivations of esport spectators

  • As noted above, esport not only includes players, but also includes organizers and sponsors of esport championships, esports commentators, and the viewing esports audience (Adamus 2012; Jenny et al. 2016; Jonasson and Thiborg 2010) .
  • Lee, An, and Lee (2014) examined the characteristics of 103 esport spectators, who attended the 2013 League of Legends World Championship Finals.
  • Findings demonstrated that esport viewers watched professional gaming because they enjoyed the drama that occurred during esport matches, as well as the recreation, game commentary, and skills displayed by the professional gamers.
  • Furthermore, team attachment and game commentary strongly contributed to the satisfaction of esport viewing.
  • From a different perspective, Hamari and Sjöblom (2017) surveyed 888 esport viewers and investigated esport consumers' motivations, to better understand how and why they used this type of media to satisfy their needs based on uses and gratifications theory (Katz et al. 1973) .

Discussion

  • The present review aimed to review all empirical studies examining the psychology of esports, and to draw attention to a new field of video game research.
  • These studies not only provided data about why professional gamers act in such competitive ways, but also showed that becoming a professional esport player appears to be similar to the process of becoming a professional athlete in any given sport.
  • The playing activity becomes a part of working life, and can negatively affect the concept of playing as free activity.
  • Borrowing from the perspective of problematic gambling, further esport research could focus on the fact that professional video game players can also be affected by problematic use due to the level of stress they have to face during practices and competitions.

Conclusion

  • In addition to the increasing popularity and attraction of esport, and the psychology of video gaming more generally, these phenomena are often framed as problematic, because of the lack of physical activity and its sedentary nature (van Hilvoorde 2016 ; van Hilvoorde and Pot 2016) or the intensive, excessive use (Griffiths 2017) .
  • There is a paucity of empirical data and further research is needed before any definitive conclusions can be made concerning the psychology of esports.
  • To earn the 'sport-status,' esports need to be accepted as a sport worldwide ( van Hilvoorde and Pot 2016; Witkowski 2012 Witkowski , 2009)) , and is already under consideration in about 40 countries (International e-Sports Federation 2017).
  • Examining the phenomenon of esport could reduce the stigma that some professional gamers may face (individuals, teams, and staff, including coaches, managers), and also identify and help overcome any potential difficulties (e.g., the process of becoming a professional player, coping with stress during training and/or matches, problematic video game use).

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1
The psychology of esports: A systematic literature review
Fanni Bányai
1,2
, Mark D. Griffiths
3
, Orsolya Király
1
, Zsolt Demetrovics
1
*
1
Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
2
Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
3
International Gaming Research Unit, Psychology Department, Nottingham Trent University,
Nottingham, UK
*Corresponding Author:
Zsolt Demetrovics
Institute of Psychology, ELTE Eötvös Loránd University
Izabella utca 46., Budapest, 1064, Hungary
Phone: +36 30 9761097
Fax: +36 1 461 2697
Email address: demetrovics.zsolt@ppk.elte.hu

2
The psychology of esports: A systematic literature review
Abstract
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 the new research field of professional video
game playing and provides some preliminary insight into the psychology of esports players. The paper also examines
the similarities between esport players and professional gamblers (and more specifically poker players). It is
suggested that future research should focus on esport players’ psychological vulnerability because some studies have
begun to investigate the difference between problematic and professional gambling and this might provide insights
into whether the playing of esports could also be potentially problematic for some players.
Keywords: Esport; Professional video gaming; Competitive video gaming; Gambling; Poker; Video games; Gaming
motivations

3
Introduction
Playing video games has become one of the most popular recreational activities, not just among children and
adolescents, but also among adults too (Entertainment Software Association 2017). Video games have changed
throughout the past five decades, and have developed from early standalone games such as Space Marines (1962)
and Pong (1972) into collaborative and competitive games played via massively multiplayer online environments,
where millions of players can play simultaneously against the games’ non-player enemies or against other players.
More recently, video game playing has become professionalized and for a small minority of players has become a
career option in the world of competitive gaming (Faust et al. 2013; Griffiths 2017). This new professional type of
video gaming activity has been termed esports (electronic sports). Esport is a new area in the gaming culture, and is
starting to become one of the most essential and popular part of video game communities, especially among
adolescents and emerging adults.
Competitive video game communities started out in South Korea, and the popularity of FPS (First Person Shooter)
games, RTS (Real Time Strategy) games and MMORPGs (Massively Multiplayer Online Role-Playing Games)
provided a base for the emerging competitions, not only in Asia, but also in Western countries and regions (Taylor
2012; Wagner 2006). Globally, there are now thousands of video game players who define themselves as
professional gamers (i.e., so-called esport players and pro-gamers). Although the FPS and the RTS genres have
retained their popularity, the new MOBA (Multiplayer Online Battle Arena) games have become the most popular
genre in esports. As a recent global esport market report (Newzoo 2017) noted, the esport economy grew 41.3% (up
to $696 million) in 2017, and esport brand investment is expected to double by 2020. It is estimated that the global
esport audience has reached 385 million, and that 45% of them play esport games, 23% view esport streams, and
32% both play and view esport streams (Newzoo 2017).
There are different definitions of what esports comprise although there are some similar characteristics. Ma and his
colleagues (2013) drew attention to the fact that esport players differ from casual gamers. An esports player is a
professional gamer who plays for competition, rather than for fun and/or relaxation, and define gaming as their job.
Casual gamers play for fun and recreation, and to entertain themselves (Ma et al. 2013). Wagner (2006) provided a
detailed definition of esport as “an area of sport activities in which people develop and train mental or physical
abilities in the use of information and communication technologies” (Wagner 2006). Hemphill (2005) adds that
esports are “alternative sport realities, that is, to electronically extended athletes in digitally represented sporting
worlds” (p.199). More pragmatically, esports have been defined as “an umbrella term used to describe organized,
sanctioned video game competitions, most often in the context of video game tournaments” (Whalen 2013). In
summary, according to these definitions and descriptions, esports are alternate sports, and a special way of using
video games and engaging in gameplay (Adamus 2012).
A number of scholars have attempted to theoretically compare esport to other sports confirming the assumption that
esport is similar to other sporting activities (Adamus 2012; Taylor 2012; Wagner 2006). According to Guttman’s
(2004) and Suits’ (2007) characteristics that define an activity as sport, esport can be classed as a sport because it
includes play (i.e., voluntary, intrinsically motivated activity), the events are organized and governed by rules,

4
includes competition with the outcome of a winner and a loser, and comprises skill. Esports also have a large
following via online streaming platforms such as Twitch and YouTube. Furthermore, such activities can be played via
a Local Area Network (LAN) connection between computer devices, the events are hosted by sponsors, and have
esport play-by-play commentaries, jumbotrons (i.e., large televised screens), sizeable live audiences, and large cash
prizes for the best gamers (Adamus 2012; Jenny et al. 2016; Jonasson and Thiborg 2010; Lopez-Gonzalez and
Griffiths 2016).
Taylor (2012) also highlighted in her work, that the rules of esport tournaments, systems, play, judging, and
broadcasting can be similar to traditional sports, and professional gamers can be compared to the requirements and
practice of the athletes of professional sports (i.e., training, practice, and physical and mental states of athletes).
According to Jenny and his colleagues (2016), two of Guttmann’s (2004) criteria need further elaboration before
esport being classed as a professional sport. The first criterion concerns physical performance and the extent to
which there is a skillful and strategic use of the player’s body (because not all of it is used when playing). However,
there are many sports in which only specific body parts are used when competing (e.g., darts, snooker, shooting) so
this criterion on its own would not rule out esports being classed as a true sport. The second criterion concerns
institutional stability, which means esport requires centralized rules for regulation and stabilization to be recognized
as a sport, and not just viewed as a juvenile recreation activity (Jenny et al. 2016). The different types of esport
games (e.g., first person shooters, MOBA games) with specific rules make it more difficult to achieve institutional
stability. However, global esport organizations already exist, like the International e-Sports Federation (IeSF),
supporting esport games to be recognized as professional sports, and providing institutional basis for regulation and
stabilization (International e-Sports Federation 2017). Nevertheless, it remains a future task to come to a consensus
about whether esport is a genuine sport or not.
To understand the background of the new gaming phenomenon of esport, the exploration of the motivational patterns
of the video game use is arguably the most important topic. This is particularly relevant because Griffiths (2017)
noted that when video gaming becomes an occupation and career where players make a financial living rather than
engaging in the activity as a hobby, it potentially changes the motivations of gaming. Many researchers have
examined the motivations of gamers, and even if the theoretical basis and the examined video game genres are
different, some general and common motivational patterns have been found according to various empirical studies
carried out. For instance, Vorderer and his colleagues (Vorderer 2000; Vorderer et al. 2003) found that the most
essential elements underlying gaming motivations are interactivity and competition. Interactivity is the opportunity
to communicate and cooperate with other gamers in the online environment, and competition is the mechanism by
which gamers can compare themselves to each other. Sherry and colleagues (Greenberg et al. 2010; Sherry et al.
2006) outlined similar motivational patterns among grad school and high school students who played video games,
including arousal, challenge, competition, distraction, fantasy, and social interactions. According to their findings,
motivations were different depending upon the age of the gamer. The most important motivations for younger
gamers were competition and challenge (those in the 5
th
grade), while older gamers were more motivated by
challenge, social interactions, arousal and distraction (students in the 8
th
and 11
th
grades).

5
Yee (2006a, 2006b) explored the motivations of MMORPG players. Among the motivations for playing were
achievement motivations (advancement, mechanics, competition), social motivations (socializing, relationship,
teamwork), and immersion factors (discovery, role-playing, customization, escapism). The Motivation of Online
Games Questionnaire developed by Demetrovics and his colleagues (2011) examined gamer motivations in a more
general way. However, their results showed similar motivational patterns among gamers to other empirical studies
(i.e., escapism, coping, fantasy, skill development, recreation, competition, and social). One of the common findings
of these different studies is that competition is one of the most essential motivations in the playing of video games.
Thus, players who identify themselves as a professional esport player should have higher levels of competitive
motivation although other playing motivations are also likely to be different from non-professional and casual
players. Despite the popularity of esports, few empirical studies appear to have investigated the psychological profile
of professional gamers. Furthermore, there are no systematic reviews of the psychological literature to date.
Consequently, the present literature review aimed to review recent empirical research that has focused specifically on
esport (i.e., professional gaming) from a psychological perspective.
Methods
The present study aimed to collate and review all the empirical studies concerning esport from a psychological
perspective published between 2000 and 2017. Given that competitive gaming only started to occur after videogames
could be played online and against other people, the year 2000 was chosen as a start date for the search because the
playing of videogames competitively did not exist prior to this date. The data collection included all studies
published between January 2000 to July 2017. The literature search comprised the following databases: Google
Scholar, Science Direct, PubMed, and Web of Knowledge. The following keywords were used in the respective
search engines: ‘esport video gam*’; ‘professional gam*’; ‘pro gam*’; ‘competitive video gam*’; ‘esport
competitive video gam*’; ‘sport video gam*’ and ‘professional video gam*’. Each search was performed not only in
titles of the papers, but also in the abstracts (where this option was available) for the following reasons: (i) the title
words in the paper can sometimes be limited and may not specifically mention esport; and (ii) the authors could use
various synonyms or different terms that equated to the definitions of esport.
A total of 30 papers were found as a result of the systematic search. However, based on the inclusion criteria (i.e., an
empirical study containing new primary data and published in a peer reviewed journal in the English language), a
total of 22 papers were excluded because they were either non-empirical (n=11), were published in conference
proceedings or student theses (n=8), or were not specifically focused on esport (n=3). This left a total of eight
empirical studies that met the inclusion requirements (see Table 1).

Citations
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TL;DR: Taylor as discussed by the authors examines the ups and downs of a slowly emerging industry, e-sports (electronic sports), which aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers.
Abstract: Raising the Stakes: E-Sports and the Professionalization of Computer GamingT. L. TaylorCambridge, MA: MIT Press, 2012. Appendix, notes, bibliography, index. 304 pp. $29.95 cloth. ISBN: 9780262017374In Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, author T. L. Taylor examines the ups and downs of a slowly emerging industry, e-sports (electronic sports). The e-sports industry aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers. Those who would make e-sports a success point to South Korea, the only country so far in which the industry has taken hold. Taylor tells us that tournaments like the World Cyber Games draw sponsors like Coca-Cola, Microsoft, and Samsung and that Korean Telecom companies, and even the Korean Navy have-or sponsor-teams. Outside of the promised land of South Korea, however, e-sports have struggled and exist as a generally small, niche industry.Taylor's book does an excellent job of examining e-sports through numerous lenses. Providing historical context, she takes us back to the roots of e-sports, delving into the early days of informal, head-to-head video game competitions around the first computer game, Space War! (1962) and the inclusion of highscore record keeping on arcade machines to arcade-based tournaments (still happening today on the old machines like Pac Man and Donkey Kong and chronicled in the 2007 documentary King of Kong) and the video game-themed Starcade (1982- 1984) television show. She then moves to the emergence of the on-line networked play of Id Software's Doom (1993) and Quake (1996) through today's current live and networked tournaments of firstperson shooters and other video game competitions. Yet Raising the Stakes is not just a historical effort. With her first book, Play between Worlds: Exploring On-Line Game Culture, Taylor established herself as a solid analyst of games as media and community.And Taylor brings those skills to bare on gaming as a sport. For example, in her second chapter, titled "Computer Games a Professional Sport," Taylor guides us through an in-depth, well-reasoned, and documented analysis. She cites the literature on the debates around computer games as play. She examines the modification of rules, and occasionally of systems, of the games themselves for tournament play, judging, and broadcast. She compares the requirements and practices of professional sports and professional athletes (mental and physical training, hours and routines of practice, preferences for specific brands and makes of equipment or insistence on the use of personal equipment) in other sports to those of professional gamers. …

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TL;DR: In this paper, the authors systematically reviewed the available literature regarding the psychological aspects of competitive gaming, better known as electronic sports (esports), and concluded that competitive gaming is a form of escapism.
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Abstract: This study explored stress and coping in electronic sports (esports) athletes and the influence of mental toughness (MT), as defined by two prominent conceptualizations: the 4/6Cs and Mental Toughness Index (MTI) frameworks. Participants were 316 esports athletes, ranked in the top 40% of one of five major esports: Defense of the Ancients 2, League of Legends (LoL), Counter Strike: Global Offensive, Overwatch and Rainbow Six: Siege. Participants completed the MTI, Mental Toughness Questionnaire 6 (MTQ6), Stress Appraisal Measure, and Brief COPE inventory. Results showed that MT (via both MT frameworks) was associated with perceived control, and MTQ6 subscales were associated with stress intensity. Mental toughness (both frameworks) was associated with the selection of more problem-focused and emotion-focused coping strategies and less avoidance coping strategies. The results indicate there is some overlap between the MT and stress-coping process in high-performing traditional sports and competitive esports athletes. These results suggest that esports athletes could benefit from sports psychology interventions designed for traditional sports athletes. Finally, the MTQ6 and MTI had low shared variance (20%), suggesting that the two questionnaires appear to measure different aspects of MT.

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TL;DR: The mediation model demonstrated a significant positive direct and significant mediated effect via escapism between the higher levels of psychiatric distress and gaming disorder, but esport and recreational gamers showed no significant differences in the model.

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Cites background from "The Psychology of Esports: A System..."

  • ...In light of the growing attention among scholars on gamingdisorder, intensive and excessive videogame use among esport gamers raise interesting questions about the nature of addiction [1,16,23,24]....

    [...]

  • ..., money, fame) in becoming esport gamers [1]....

    [...]

  • ..., need of tension, experiencing new, exciting) [1]....

    [...]

  • ...Increasing numbers of gamers now see video game playing as an opportunity to make a financial living that could potentially change players' gaming motivations [1,16]....

    [...]

  • ...Esports as professional (competitive) gaming started to gain prominence in the early 2000s [1]....

    [...]

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More filters
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"The Psychology of Esports: A System..." refers methods in this paper

  • ...…(2017) USA Five esport players Semi-structured interviews with competitive League of Legend players Interview analysis based on the inductive and deductive content analysis (Elo and Kyngäs 2008) To identify the mental skills and possible obstacles of esport players to achieve better performance....

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  • ...(2017) USA Five esport players Semi-structured interviews with competitive League of Legend players Interview analysis based on the inductive and deductive content analysis (Elo and Kyngäs 2008) To identify the mental skills and possible obstacles of esport players to achieve better performance....

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"The Psychology of Esports: A System..." refers background in this paper

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Journal ArticleDOI
TL;DR: In this article, the authors apply self-determination theory (SDT) in investigating motivation for computer game play, and the effects of game play on well-being, and find that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in wellbeing pre-to-post-play.
Abstract: Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.

2,466 citations

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Q1. What contributions have the authors mentioned in the paper "The psychology of esports: a systematic literature review" ?

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. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers ( and more specifically poker players ). It is suggested that future research should focus on esport players ’ psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players. 

The present review systematically collated all the published peer-reviewed empirical studies concerning the psychology of esport players, to draw attention to the topic to academics and researchers in an emerging field of gaming activity, and to encourage future empirical studies in the field of sport psychology. However, there is a paucity of empirical data and further research is needed before any definitive conclusions can be made concerning the psychology of esports. Regarding future research directions, further comparison and evaluation of sports and esport is needed, developing the similarities and the differences between such activities. Accepting esport as a genuine sport and the emerging popularity of this activity could lead future empirical studies to applying the tools and methodologies of sport psychology in their design. 

Among the motivations for playing were achievement motivations (advancement, mechanics, competition), social motivations (socializing, relationship, teamwork), and immersion factors (discovery, role-playing, customization, escapism). 

Although the FPS and the RTS genres have retained their popularity, the new MOBA (Multiplayer Online Battle Arena) games have become the most popular genre in esports. 

For instance, Vorderer and his colleagues (Vorderer 2000; Vorderer et al. 2003) found that the most essential elements underlying gaming motivations are interactivity and competition. 

However in-game participation, radio listenership, and team merchandise purchase were less common among esport players than traditional sport players. 

The present review aimed to review all empirical studies examining the psychology of esports, and to draw attention to a new field of video game research. 

Playing video games has become one of the most popular recreational activities, not just among children and adolescents, but also among adults too (Entertainment Software Association 2017). 

novelty (i.e., enjoyment of seeing new players and teams on the sport scene) had a moderate association with esport consumption, but the enjoyment of aggression (i.e., witnessing aggressive/hostile behavior by the players), escapism (i.e., using media to forget/avoid everyday problems), and acquiring the knowledge (i.e., learning about players and teams, collect information, learn new skills) positively influenced the frequency of esport spectating. 

based on the inclusion criteria (i.e., an empirical study containing new primary data and published in a peer reviewed journal in the English language), a total of 22 papers were excluded because they were either non-empirical (n=11), were published in conference proceedings or student theses (n=8), or were not specifically focused on esport (n=3). 

Building on the work of Caillois (2001), Brock (2017) argued that esport could lead to the pursuit of extrinsic rewards over intrinsic ones by playing video games (Ryan and Deci 2000; Ryan et al. 2006). 

This means that playing video games in the higher stages of this model are considered as work (extrinsic motivations) rather than leisure (intrinsic motivations). 

According to previous game studies, Caillois (2001) argues that competitive gaming in general has a negative impact on people and society when gaming engaged in as a free activity becomes a work activity. 

Seo’s (2016) research goals were threefold, to explore: (i) the elements of esport consumption that make the activity attractive to a career of a professional esport player, (ii) the reasons why esport players want to pursue such a career opportunity, and (iii) how players progress through the identity transformation to aquire a professional gamer identity. 

Trending Questions (1)
What are the latest research findings on the relationship between esports and problem solving?

The provided paper does not specifically discuss the relationship between esports and problem solving.