Esports is a fast-growing worldwide phenomenon encompassing hundreds of millions of competitive players. It is well-established that different game genres require distinct cognitive skills, but the biomechanical implications of playing different game genres have received little attention. This is the first study to quantify gamers' kinematic behaviour across genres, demonstrating the importance of physical demands on performance and equipment in esports. The purpose of this study was to investigate whether the right upper limb kinematic behaviour differs among players across game genres. 63 esports players played a First Person Shooter (FPS), Multiplayer Online Battle Arena (MOBA), or Adventure game for 10 min. Three tri-axial accelerometers, positioned on each participant's right upper limb (hand, forearm, arm), recorded kinematic data during gameplay. Hand acceleration magnitude, direction change, distance travelled (sum of all hand displacements over 10-min of gameplay), and displacement area (size and shape) were calculated in addition to hand, forearm, and arm acceleration ratios. There was a marked difference in movement patterns across players of different game genres. FPS players displayed greater hand acceleration magnitude (0.96 m.s ± 0.07 SEM), moved their hand through a greater distance (38.96 m ± 2.47 SEM), and over a larger displacement area (119.13 cm ± 16.05 SEM) compared to MOBA and Adventure players. MOBA players exhibited greater hand acceleration magnitude (0.73 m.s ± 0.05 SEM), changed direction more (2335 ± 172 SEM) and covered more distance (29.25 m ± 1.80 SEM) compared to Adventure players within a smaller overall area (70.49 cm ± 9.91 SEM). These findings have the potential to impact the design of gaming equipment and the training volumes of gamers across different game genres, so as to mitigate injury risk and improve overall gaming performance.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC11846987 | PMC |
http://dx.doi.org/10.1038/s41598-025-90949-6 | DOI Listing |
Sci Rep
February 2025
Lero the Research Ireland Centre for Software, University of Limerick, Limerick, Ireland.
Esports is a fast-growing worldwide phenomenon encompassing hundreds of millions of competitive players. It is well-established that different game genres require distinct cognitive skills, but the biomechanical implications of playing different game genres have received little attention. This is the first study to quantify gamers' kinematic behaviour across genres, demonstrating the importance of physical demands on performance and equipment in esports.
View Article and Find Full Text PDFInt J Psychophysiol
March 2025
University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, 4366 Esch-sur-Alzette, Luxembourg.
Stress relief is often cited as the main motive for playing video games. However, the effectiveness of video games in coping with stress, especially when comparing violent and non-violent genres, remains uncertain. In the present lab experiment with N = 82 participants, we assessed acute stress reduction after playing a violent vs.
View Article and Find Full Text PDFFront Sports Act Living
January 2025
Department of Kinesiology, Texas Christian University, Fort Worth, TX, United States.
Introduction: Since the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020. Despite the rapid growth of the industry, there is little recent data investigating the time adult video game players spend sedentary playing video games and the time they spent engaged in physical activity.
View Article and Find Full Text PDFBackground And Aims: The widespread popularity of video games reflects their appeal to meet fundamental needs. This study aims to investigate the psychological factors of gaming use, identifying profiles ranging from healthy to gaming disorder.
Methods: In this cross-sectional study, 5,222 participants were surveyed.
J Affect Disord
April 2025
Dept of Social Work & Social Administration, University of Hong Kong, Hong Kong; HKJC Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong. Electronic address:
Background: Internet gaming disorder (IGD) is a prevalent behavioral addiction that co-occurs with depression. Little is known about how IGD and depression intercorrelate longitudinally at a symptom level. This study aimed to explore the directional relationships between IGD and depressive symptoms and identify the key symptoms in their comorbidity using cross-lagged panel network (CLPN) modeling.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!