The Impact of Esports on the Habits, Health, and Wellness of the Collegiate Player

Authors

  • Julie Delello The University of Texas at Tyler
  • Rochell McWhorter Human Resource Development, The University of Texas at Tyler
  • Sangok Yoo Human Resource Development, The University of Texas at Tyler
  • Paul Roberts Human Resource Development, The University of Texas at Tyler
  • Beth Adele Mass Communications, Oklahoma City University

DOI:

https://doi.org/10.17161/jis.v18i1.21714

Keywords:

gaming, esports, collegiate, sports, health, risks, rewards, well-being

Abstract

College students continue to invest a good deal of time in electronic sports despite potential risks such as addiction, health impairment, and social isolation possibly outweighing the benefits of gameplay. This mixed-methods study examines the impact of esports on 38 collegiate gamers and further explores the students’ motivations, gaming habits, and the effects of their engagement on academic performance, social interactions, and overall well-being. It reveals that esports may be beneficial in the formation of friendships, reducing negative peer pressure, and enhancing social capital. Academic advantages are also prominent, with participants reporting improved skills relevant to their coursework, better grades, and an enhanced focus on academics due to the structured nature of esports. However, the study also addresses potential risks, including toxicity, addiction, and adverse health effects like sleep deprivation and stress. Included are critical considerations and policy recommendations for campus esports programs as well as future research directions.

Metrics

File downloads
941
Feb 22 '25Feb 25 '25Feb 28 '25Mar 01 '25Mar 04 '25Mar 07 '25Mar 10 '25Mar 13 '25Mar 16 '25Mar 19 '259
|

Downloads

References

American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders, 5th Edition (DSM-5). Washington, DC: American Psychiatric Association Publishing. https://dsm.psychiatryonline.org/doi/ book/10.1176/appi.books.9780890425596

Andrews, S. K., Michael, T. B., Williams, M. A., Lacher, L. L., & Crawford, C. M. (2021). Impact of eSports upon higher education from a faculty perspective: Transformational pathways and opportunities. Handbook of Research on Pathways and Opportunities into the Business of Esports, edited by Sharon Andrews and Caroline M. Crawford, IGI Global, 2021, pp. 149-178. https://doi.org/10.4018/978-1-7998-7300-6.ch008

Ashley, J. (2019). 16-year-old Bugha wins Fortnite world cup. Esports News Fortnite. https://www.esports.net/news/fortnite/bugha-wins-fortnite-world-cup/

Bányai, F., Griffiths, M.D., Király, O., & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of Gambling Studies, 35(2), 351–365. https://doi.org/10.1007/s10899-018-9763-1

Biscop, K., Malliet, S., & Dhoest, A. (2019). Subversive ludic performance: An analysis of gender and sexuality performance in digital games. DiGeSt. Journal of Diversity and Gender Studies, 6(2), 23–42. https://doi.org/10.11116/digest.6.2.2

Block, S., & Haack, F. (2020). eSports: A new industry. In SHS Web of Conferences, 92. EDP Sciences. https://doi.org/10.1051/shsconf/20219204002

Boyle, E., Connolly, T. M., and Hainey, T. (2011). The role of psychology in understanding the impact of computer games. Entertainment Computing, 2(2), 69–74. doi:10.1016/j.entcom.2010.12.002

Buzzelli, A., & Draper, J. (2021). Are they athletes? A self-assessment of athletic identity measurement and perceived benefits of collegiate esports participants. Recreational Sports Journal, 45(2), 117–130. https://doi.org/10.1177/15588661211033252

Close, J., & Lloyd, J. (2021). Lifting the lid on loot-boxes: Chance-based purchases in video games and the convergence of gaming and gambling. GambleAware. https://www.begambleaware.org/sites/default/files/2021-03/Gaming_and_Gambling_Report_Final.pdf

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum. https://doi.org/10.1007/978-1-4899-2271-7

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry,11(4), 227–268.

Delello, J. A., McWhorter, R. R., Roberts, P., Dockery, H. S, De Giuseppe, T., & Corona, F. (2021). The rise of esports: Insights into the perceived benefits and risks for college students. International Journal of eSports Research, 1(1), 1-19. https://doi.org/10.4018/IJER.20210101.oa5

Esports.net. (2023). Esports history: When it all began (Origin of competitive games). https://www.esports.net/wiki/esports-history/

Falkenthal, E., & Byrne, A. M. (2021). Distributed leadership in collegiate esports. Simulation & Gaming, 52(2), 185-203. https://doi.org/10.1177/1046878120958750

Freeman, G, & Whon, D. Y. (2019). Understanding esports team formation and coordination. Computer Supported Cooperative Work, 28, 95–126. https://doi.org/10.1007/s10606-017-9299-4

Giummarra, M. J., Haralambous, B., Moore, K., & Nankervis, J. (2007). The concept of health in older age: Views of older people and health professionals. Australian Health Review, 31, 642-650. https://doi.org/10.1071/ah070642

Greater Texas Esports (2023, March). Is esports really a sport? https://greatertexasesports.com/2023/03/11/is-esports-really-a-sport/

Greene, J. C., Caracelli, V. J., & Graham, W. F. (1989). Toward a conceptual framework for mixed-method evaluation designs. Educational Evaluation and Policy Analysis, 11(3), 255–274. https://doi.org/10.2307/1163620

Gugliotti, M. (2018). Contribution of aberrant postures to neck pain and headaches in eSport athletes. Research & Investigations in Sports Medicine, 3(1). https://doi.org/10.31031/RISM.2018.03.000554

Haupt, S., Wolf, A., Heidenreich, H., & Schmidt, W. (2021). Energy expenditure during eSports: A case report. German Journal of Sports Medicine, 72, 36-40. https://doi:10.5960/dzsm.2020.463

Hayday, E.J., & Collison, H. (2020). Exploring the contested notion of social inclusion and gender inclusivity within esport spaces. Social Inclusion, 8, 197-208. https://doi:10.17645/si.v8i3.2755

Jacobs, P. (2015). Here's the insane amount of time student-athletes spend on practice. https://www.businessinsider.com/college-student-athletes-spend-40-hours-a-week-practicing-2015-1

Johannes, N., Vuorre, M., & Przybylski, A. K. (2021). Video game play is positively correlated with well-being. Royal Society Open Science, 8(202049). https://doi.org/10.1098/rsos.202049

Jung, S. I., Lee, N. K., Kang, K. W., Kim, K., & Lee, D. Y. (2016). The effect of smartphone usage time on posture and respiratory function. Journal of Physical Therapy Science, 28(1), 186–189. https://doi.org/10.1589/jpts.28.186

Kelly, S., & Leung. J. (2021). The new frontier of esports and gaming: A scoping meta-review of health impacts and research agenda. Frontiers in Sports and Active Learning, 3, 1-10. https://doi.org/10.3389/fspor.2021.640362

Knight, B. (2022, May 6). The most valuable esports companies 2022. https://www.forbes.com/sites/brettknight/2022/05/06/the-most-valuable-esports-companies-2022/?sh=570d9b4f599f

Kracht, C. L., Joseph, E. D., & Staiano, A. E. (2020). Video games, obesity, and children. Current obesity reports, 9(1), 1–14. https://doi.org/10.1007/s13679-020-00368-z

Lam, W.-K., Chen, B., Liu, R.-T., Cheung, J. C.-W., & Wong, D. W.-C. (2022). Spine posture, mobility, and stability of top mobile esports athletes: A case series. Biology, 11(5), 737. https://doi.org/10.3390/biology11050737

Látal, M. (2022). LGBTQ+ representation in video games through the eyes of the queer community. Iluminace, 34(3), 139-163.

Lee, S., Bonnar, D., Roane, B., Gradisar, M., Dunican, I. C., Lastella, M., Maisey, G., & Suh, S. (2021). Sleep characteristics and mood of professional esports athletes: A multi-national study. International Journal of Environmental Research and Public Health,18, 664. https://doi.org/10.3390/ijerph18020664

Lopez Frias, F. J. (2022). The “big red bull’ in the esports room: Anti-doping, esports, and energy drinks. Performance Enhancement & Health, 10(1), 100205. https://doi.org/10.1016/j.peh.2021.100216

Madden, D., & Harteveld, C. (2021, May 8– 13). Constant pressure of having to perform: Exploring player health concerns in esports [Paper presentation]. CHI ‘21: CHI Conference on Human Factors in Computing Systems, Yokohama, Japan. https://doi.org/10.1145/3411764.3445733

Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation (4th ed.). Jossey-Bass.

Moby Games, 2023. Nintendo world championships 1990. https://www.mobygames.com/game/19186/nintendo-world-championships-1990/credits/nes/?autoplatform=true

Monteiro Pereira, A., Costa, J. A., Verhagen, E., Figueiredo, P. &, Brito, J. (2022). Associations between esports participation and health: A scoping review. Sports Medicine, 52, 2039–2060. https://doi.org/10.1007/s40279-022-01684-1

National Collegiate Athletic Association. (2019). Emerging sports for women process guide. ttps://www.ncaa.org/about/resources/inclusion/ncaa-emerging-sports-women-process-guide

National Association of Collegiate Esports (2023). About. https://nacesports.org/about/

National Junior College Athletic Association (2019). NJCAA announces creation of NJCAA esports. https://www.njcaa.org/general/2019-20/releases/20190909g3cocu

Nelius, J. (2019). What it's like to go to college on an esports scholarship. https://www.pcgamer.com/what-its-like-to-go-to-college-on-an-esports-scholarship/

Newport Academy (2018). WHO: “Gaming disorder” is a mental health condition. https://www.newportacademy.com/resources/mental-health/gaming-disorder/

NewZoo (2022). Newzoo’s global esports & live streaming market report 2022. https://newzoo.com/resources/trend-reports/newzoo-global-esports-live-streaming-market-report-2022-free-version

Pallavicini, F., Ferrari, A. &, Mantovani, F. (2018) Video games for well-being: A systematic review on the application of computer games for cognitive and emotional training in the adult population. Frontiers in Psychology, 9(2127). https://www.frontiersin.org/articles/10.3389/fpsyg.2018.02127/full

Partin, W. (2020, Jan.). The 2010s were a banner decade for big money and tech — and esports reaped the rewards. The Washington Post. https://www.washingtonpost.com/video-games/esports/2020/01/28/2010s-were-banner-decade-big-money-tech-esports-reaped-rewards/

Pereira, A. M., Brito, J., Figueiredo, P., & Verhagen, E. (2019). Virtual sports deserve real sports medical attention. BMJ open sport & exercise medicine, 5(1), e000606. https://doi.org/10.1136/bmjsem-2019-000606

Pizzo, A. D, Su, Y., Scholz, T., Baker, B. J., Hamari, J., & Ndanga, L. (2022, in press). Esports scholarship review: Synthesis, contributions, and future research. Journal of Sport Management, 36(3), 228-239. https://doi.org/10.1123/jsm.2021-0228

Popke, M. (2022). New standards implemented for on-campus esports programs. Athletic Business. https://www.athleticbusiness.com/facilities/rec-center/article/15301571/new-standards-implemented-for-oncampus-esports-programs

Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14, 154-166.

http://dx.doi.org/10.1037/a0019440

Qian, T. Y., Wang, J. J., Zhang, J. J., & Lu, L. Z. (2020). It is in the game: dimensions of esports online spectator motivation and development of a scale. European Sport Management Quarterly, 20(4), 455-474. [https://doi.org/10.1080/16184742.2019.1630464]

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67.

https://doi.org/10.1006/ceps.1999.1020

Ryan, R. M., & Deci, E. L. (2017). Self-Determination theory: Basic psychological needs in motivation, development, and wellness. Guilford Press.

Sabou, V. (2020). The importance of nutrition for esports athletes. https://www.gscience.io/resources/nutrition-esports-athletes

Sainz, I., Collado-Mateo, D., & Del Coso, J. (2020). Effect of acute caffeine intake on hit accuracy and reaction time in professional e-sports players. Physiology & Behavior, 224, 1-6. https://doi.org/10.1016/j.physbeh.2020.113031

Schary, D. P., Jenny, S. E., & Koshy, A. (2022). Leveling up esports health: Current status and call to action. International Journal of Esports, 1(1). https://www.ijesports.org/article/70/html

Schmidt, S. C. E., Sell, S., & Woll, A. (2022). The use of compression stockings to reduce water retention in the legs during gaming and esports: Randomized controlled field study. Interactive Journal of Medical Research, 11(2), 1-14. https://www.i-jmr.org/2022/2/e25886

Schöber, T., & Stadtmann, G. (2022). The dark side of e-sports: An analysis of cheating, doping & match fixing activities and their countermeasures. International Journal of Esports, 1(1). https://www.ijesports.org/article/98/html

Schubert, M., Eing, F., & Könecke, T. (2022). Perceptions of professional esports players on performance-enhancing substances. Performance Enhancement & Health, 10. https://doi.org/10.1016/j.peh.2022.100236

Škařupová, K., Blinka, L., & Ťápal, A. (2018). Gaming under the influence: An exploratory study. Journal of Behavioral Addictions, 7(2), 493-498. https://doi.org/10.1556/2006.7.2018.27

Smith, M. J., Birch, P. D., & Bright, D. (2019). Identifying stressors and coping strategies of elite esports competitors. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 11(2), 22-39. http://doi.org/10.4018/IJGCMS.2019040102

Stark, S. (2023). Local teen wins international Fortnite contest, splits $1 million with gaming partner. KXAN News. https://www.kxan.com/news/local/round-rock/local-teen-wins-international-fortnite-contest-splits-1-million-with-gaming-partner/

Taylor, T. L. (2017). On the fields, in the stands: The future of women in esports [Keynote]. Presented at the UCI esports symposium, University of California, Irvine, May 19.

The University of Texas at Dallas (2022, May). Varsity esports tryouts for 2022-2023. https://esports.utdallas.edu/news/varsity-esports-tryouts-for-2022-2023/

Trotter, M. G., Coulter, T. J., Davis, P. A., Poulus, D. R., & Polman, R. (2020). The association between esports participation, health, and physical activity behaviour. International Journal of Environmental Research and Public Health, 17(19), 7329. https://doi.org/10.3390/ijerph17197329

Uni Esports Group (2023). Diversity, inclusion, & accessibility in collegiate esports programs. https://uniesportsgroup.com/diversity-inclusion-accessibility-in-collegiate-esports-programs/

Varzeas, K. A. (2023). Mental health and wellness for the esports student-athlete. In J. L. Hoffman, R. Pauketat, & K. A Varzeas (Eds.), Understanding Collegiate Esports: A Practitioner’s Guide to Developing Community and Competition (pp. 50–67). Routledge. https://doi.org/10.4324/9781003271772

WHO (2021). Can video games make us healthier? World Health Organization. https://www.who.int/europe/news/item/08-12-2021-can-video-games-make-us-healthier

Williams, K. (2020). Gaming for the greater good: The North American scholastic esports federation sets students on a STEM trajectory. IEEE Women in Engineering Magazine 14, 2, 22-26.

Wirtz, B. (October 13, 2022). Video game graphics through the years. https://www.gamedesigning.org/gaming/video-game-graphics/

Zendle, D., & Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLoS One, 13(11), e0206767. https://doi.org/10.1371/journal.pone.0206767

Zimmer, R. T., Haupt, S., Heidenreich, H., Schmidt, W. F. J. (2022). Acute effects of esports on the cardiovascular system and energy expenditure in amateur esports players. Frontiers in Sports and Active Living, 4. https://doi:.org/10.3389/fspor.2022.824006

Downloads

Published

2025-02-20

How to Cite

Delello, J., McWhorter, R., Yoo, S. ., Roberts, P. ., & Adele, B. (2025). The Impact of Esports on the Habits, Health, and Wellness of the Collegiate Player. Journal of Intercollegiate Sport, 18(1), 1-22. https://doi.org/10.17161/jis.v18i1.21714