Published: Apr 22, 2021
Converted to Gold OA:
DOI: 10.4018/IJER.20210101.oa1
Volume 1
Peter Bickmann, Konstantin Wechsler, Kevin Rudolf, Chuck Tholl, Ingo Froböse, Christopher Grieben
Quick reactions are considered important in both, traditional and electronic sports and research findings suggest that reaction time can be optimized by both sports activity and playing action video...
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Quick reactions are considered important in both, traditional and electronic sports and research findings suggest that reaction time can be optimized by both sports activity and playing action video games. In this study, reaction and motor times of 18 professional and 21 non-professional eSports players from different genres and 36 non-professional traditional sportsmen were compared using the Vienna Test System. No differences between the groups were found in simple visual, acoustic, and choice reaction times. Differentiated by game genre, players from sports simulations had significantly shorter reaction times than MOBA players in the acoustic and choice reaction test. The results of this study suggest that traditional sports and eSports may improve reaction times to a similar amount. Furthermore, various game genres require different reaction times or may affect related abilities in different ways.
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MLA
Bickmann, Peter, et al. "Comparison of Reaction Time Between eSports Players of Different Genres and Sportsmen." IJER vol.1, no.1 2021: pp.1-16. http://doi.org/10.4018/IJER.20210101.oa1
APA
Bickmann, P., Wechsler, K., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Reaction Time Between eSports Players of Different Genres and Sportsmen. International Journal of eSports Research (IJER), 1(1), 1-16. http://doi.org/10.4018/IJER.20210101.oa1
Chicago
Bickmann, Peter, et al. "Comparison of Reaction Time Between eSports Players of Different Genres and Sportsmen," International Journal of eSports Research (IJER) 1, no.1: 1-16. http://doi.org/10.4018/IJER.20210101.oa1
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Published: Apr 22, 2021
Converted to Gold OA:
DOI: 10.4018/IJER.20210101.oa2
Volume 1
Konstantin Wechsler, Peter Bickmann, Kevin Rudolf, Chuck Tholl, Ingo Froböse, Christopher Grieben
High performance in multiple object tracking paradigms is associated with well-trained visuo-spatial abilities, visual memory and divided attention. These abilities are essential for both...
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High performance in multiple object tracking paradigms is associated with well-trained visuo-spatial abilities, visual memory and divided attention. These abilities are essential for both traditional sport and esport. The present study compared the tracking performance of professional as well as amateur esport players and traditional sportsmen. Professional esport players outperformed amateurs, while no other group differences were found. Positive association of esport playtime and tracking performance as well as elevated tracking scores of the entire study cohort compared to normal population indicate a connection of esport and sport activity and tracking performance.
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Wechsler, Konstantin, et al. "Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen." IJER vol.1, no.1 2021: pp.1-17. http://doi.org/10.4018/IJER.20210101.oa2
APA
Wechsler, K., Bickmann, P., Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2021). Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen. International Journal of eSports Research (IJER), 1(1), 1-17. http://doi.org/10.4018/IJER.20210101.oa2
Chicago
Wechsler, Konstantin, et al. "Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen," International Journal of eSports Research (IJER) 1, no.1: 1-17. http://doi.org/10.4018/IJER.20210101.oa2
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Published: Apr 29, 2021
Converted to Gold OA:
DOI: 10.4018/IJER.20210101.oa3
Volume 1
Devin Anderson, Kevin Sweeney, Erica Pasquini, Brent Estes, Ryan Zapalac
Esports, or competitive gaming, has become a large market in the entertainment industry, with a total market value approaching $1 billion USD in 2019. An understanding of esports consumers has...
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Esports, or competitive gaming, has become a large market in the entertainment industry, with a total market value approaching $1 billion USD in 2019. An understanding of esports consumers has become increasingly important as the industry continues to grow and evolve. Using a sample of 374 university students at a large public university, this study examines the motivations and fandom of esports consumers using a modified version of the Sport Fandom Questionnaire (SFQ) and the Motivation Scale for Sports Consumption (MSSC). Survey respondents were asked about their consumption of esports in relation to viewership, event attendance, social media usage, and spending. Three stepwise regression analyses were employed to examine the predictive capabilities of esports fandom and esports motivations on esports consumption variables. The results reveal a wide variety of relationships between esports fandom, motivation for consumption, and consumption behaviors.
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Anderson, Devin, et al. "An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives." IJER vol.1, no.1 2021: pp.1-18. http://doi.org/10.4018/IJER.20210101.oa3
APA
Anderson, D., Sweeney, K., Pasquini, E., Estes, B., & Zapalac, R. (2021). An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives. International Journal of eSports Research (IJER), 1(1), 1-18. http://doi.org/10.4018/IJER.20210101.oa3
Chicago
Anderson, Devin, et al. "An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives," International Journal of eSports Research (IJER) 1, no.1: 1-18. http://doi.org/10.4018/IJER.20210101.oa3
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Published: Apr 29, 2021
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DOI: 10.4018/IJER.20210101.oa4
Volume 1
Susmit S. Gulavani
The review critiques 'This Is Esports (And How to Spell It): An Insider’s Guide to the World of Pro Gaming', a book written by Paul Chaloner and Benjamin Sillis. The authors provide a comprehensive...
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The review critiques 'This Is Esports (And How to Spell It): An Insider’s Guide to the World of Pro Gaming', a book written by Paul Chaloner and Benjamin Sillis. The authors provide a comprehensive overview of the history of the esports industry, right from the emergence of arcade games to the evolution of esports into a billion-dollar industry. Further, the authors highlight some of the issues of concern in the contemporary esports landscape, including gender representation, player salaries, cheating allegations, and retirement in esports. The review critically analyzes the authors' perspective on the esports industry as well as the effectiveness of the writing style incorporated in the book.
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Add to Your Personal Library: Article Published: May 28, 2021
Converted to Gold OA:
DOI: 10.4018/IJER.20210101.oa5
Volume 1
Julie A. Delello, Rochell R. McWhorter, Paul Roberts, Hunter S. Dockery, Tonia De Giuseppe, Felice Corona
The availability and affordability of increased Internet bandwidth, video memory, and processing speed has enabled Electronic sports (eSports) to become a flourishing global sensation and college...
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The availability and affordability of increased Internet bandwidth, video memory, and processing speed has enabled Electronic sports (eSports) to become a flourishing global sensation and college students are helping to drive this phenomenon. This mixed-methods study focuses on feedback from 159 college students regarding the eSports phenomenon across both gender and educational classification. Findings from the study include their eSports-related gaming and spending habits, and perceptions of personal and academic benefits of playing eSports such as social interaction, teamwork, and critical thinking skills. Included are the perceived risks of playing eSports that encompassed eSports gaming addiction, mental, social, emotional risks, lack of physical activity, and physical disorders associated with playing eSports.
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MLA
Delello, Julie A., et al. "The Rise of eSports: Insights Into the Perceived Benefits and Risks for College Students." IJER vol.1, no.1 2021: pp.1-19. http://doi.org/10.4018/IJER.20210101.oa5
APA
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 (IJER), 1(1), 1-19. http://doi.org/10.4018/IJER.20210101.oa5
Chicago
Delello, Julie A., et al. "The Rise of eSports: Insights Into the Perceived Benefits and Risks for College Students," International Journal of eSports Research (IJER) 1, no.1: 1-19. http://doi.org/10.4018/IJER.20210101.oa5
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Published: Sep 17, 2021
Converted to Gold OA:
DOI: 10.4018/IJER.288540
Volume 1
Rachel Dykstra, Panagiotis Koutakis, Nicholas Hanson
eSports gaming requires quick and accurate reactions in response to complex visual stimuli for optimal performance. The purpose of this study was to examine the relationship between components of...
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eSports gaming requires quick and accurate reactions in response to complex visual stimuli for optimal performance. The purpose of this study was to examine the relationship between components of physical fitness and reaction time (RT) in eSports gamers. 27 eSports gamers participated. Visit 1 included physical fitness assessments. Visit 2 included a familiarization with the Stroop Task. During Visit 3, subjects completed the Stroop Task again; data from this visit was used for analyses. For congruent, incongruent and control trials, an inverse efficiency score (IES) was calculated. Pearson correlations were used to determine the relationship between components of physical fitness and mean RT. There was a significant correlation between mean RT and cardiorespiratory fitness (r=-.338, p=.043). IES was significantly related to cardiorespiratory fitness in incongruent (r=-.373, p=.028) and control (r=-.333, p=.045) trials. Results suggest that increased cardiorespiratory fitness can improve reaction time and also induce greater efficiency.
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MLA
Dykstra, Rachel, et al. "Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers." IJER vol.1, no.1 2021: pp.1-14. http://doi.org/10.4018/IJER.288540
APA
Dykstra, R., Koutakis, P., & Hanson, N. (2021). Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers. International Journal of eSports Research (IJER), 1(1), 1-14. http://doi.org/10.4018/IJER.288540
Chicago
Dykstra, Rachel, Panagiotis Koutakis, and Nicholas Hanson. "Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers," International Journal of eSports Research (IJER) 1, no.1: 1-14. http://doi.org/10.4018/IJER.288540
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