Abstract

Esports as the competitive play of digital games has gained considerable popularity. However, a comprehensive framework for esport training is still missing. In this paper, a performance model integrating insights from game research and sport science is developed. Based on this model, an online questionnaire was designed and applied to investigate training in different esports regarding relevant competencies and training areas. Overall, 1,835 esports players voluntarily participated in the study. Age ranged from 13 to 47 years (M = 20,9; SD = 4,5), and males clearly dominated (95%). Furthermore, the mean weakly playing time was 20.03 hours (SD = 15.8). Training occupied 38.85% (7.75 h) of the playing time on average. On the one hand, the results reveal game-specific competence and training structures in the five esports selected for the study (Starcraft II, League of Legends, Rocket League, FIFA, and Counter Strike). On the other hand, the factor structure of competencies closely resembles the esports performance model. As a conclusion, esports training methods should always consider the specific competence profile of the respective esports game.

Highlights

  • IntroductionThe competitive play of various digital games (esports) has gained considerable popularity

  • The competitive play of various digital games has gained considerable popularity

  • A performance model of esports based on game research and sports science was developed

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Summary

Introduction

The competitive play of various digital games (esports) has gained considerable popularity. Esports is receiving increasingly more recognition in sports. In China, esport has been already considered a sport since 2003. Esport was an item in Asian indoor martial arts games in 2017 and will be an official competitive sports item in the 19th Asian games in Hangzhou 2022 [3]. In the USA, esports players have been considered professional athletes since 2013 [4]. There are certain elements within esports, that are similar to traditional sports [5]. The infrastructure of esports can be compared to traditional team sports like soccer, ice hockey, or basketball. It is not surprising that professional sports clubs like Paris Saint Germain, Manchester City, Ajax Amsterdam, Golden State Warriors, and Philadelphia 76ers are increasingly getting involved in esports to extend their recognition (data source: https://liquipedia.net/)

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