In recent years, virtual sports or ‘eSports’ have grown exponentially both recreationally and at the professional level. eSports comprise several regulated video games played competitively, using electronic platforms. Some eSports competitions present a structure comparable to traditional sports, and eSports players, even with major skills and mental focus, need preparation and training to thrive. However, little is known about the demands of eSports competitions and continuous training. As the popularity and stakes rise, concerns about the health and emerging risks of eSports participation might arise. Indeed, in the absence of proper descriptive data about the specific characteristics of the eSports population (including factors such as s...
Background and aims: Video gaming is highly prevalent in modern culture, particularly among young pe...
Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in p...
Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in p...
In recent years, virtual sports or a € eSports' have grown exponentially both recreationally and at ...
In recent years, virtual sports or 'eSports' have grown exponentially both recreationally and at the...
The reality of eSports is something much more complex than individual users playing video games. The...
Recently, electronic sports (eSports) became one of the growing forms of new media due to the wide d...
Esports are a contemporary phenomenon, with millions of people involved. Still, scientific literatur...
Esports are a contemporary phenomenon, with millions of people involved. Still, scientific literatur...
Abstract Background Recently, esports have been argued to impact esports players' health, particular...
As esports grow, public authorities have many concerns about the potential negative health effects o...
ObjectiveseSport is a form of electronic gaming, also known as professional or competitive video gam...
International audienceAs esports grow, public authorities have many concerns about the potential neg...
International audienceAs esports grow, public authorities have many concerns about the potential neg...
Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at ri...
Background and aims: Video gaming is highly prevalent in modern culture, particularly among young pe...
Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in p...
Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in p...
In recent years, virtual sports or a € eSports' have grown exponentially both recreationally and at ...
In recent years, virtual sports or 'eSports' have grown exponentially both recreationally and at the...
The reality of eSports is something much more complex than individual users playing video games. The...
Recently, electronic sports (eSports) became one of the growing forms of new media due to the wide d...
Esports are a contemporary phenomenon, with millions of people involved. Still, scientific literatur...
Esports are a contemporary phenomenon, with millions of people involved. Still, scientific literatur...
Abstract Background Recently, esports have been argued to impact esports players' health, particular...
As esports grow, public authorities have many concerns about the potential negative health effects o...
ObjectiveseSport is a form of electronic gaming, also known as professional or competitive video gam...
International audienceAs esports grow, public authorities have many concerns about the potential neg...
International audienceAs esports grow, public authorities have many concerns about the potential neg...
Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at ri...
Background and aims: Video gaming is highly prevalent in modern culture, particularly among young pe...
Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in p...
Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in p...