Esports for development? Exploring esports player profiles and their development and well-being outcomes

Academic Article

Abstract

  • PurposeThis study aimed to identify subgroups of esports players based on their gaming behavior patterns across game genres and compare self-efficacy, social efficacy, loneliness and three dimensions of quality of life between these subgroups.Design/methodology/approach324 participants were recruited from prolific academic to complete an online survey. We employed latent profile analysis (LPA) to identify subgroups of esports players based on their behavioral patterns across genres. Additionally, a one-way multivariate analysis of covariance (MANCOVA) was conducted to test the association between cluster memberships and development and well-being outcomes, controlling for age and gender as covariates.FindingsLPA analysis identified five clusters (two single-genre gamer groups, two multigenre gamer groups and one all-genre gamer group). Univariate analyses indicated the significant effect of the clusters on social efficacy, psychological health and social health. Pairwise comparisons highlighted the salience of the physical enactment-plus-sport simulation genre group in these outcomes.Originality/valueThis study contributes to the understanding of the development and well-being benefits experienced by various esports consumers, as well as the role of specific gameplay in facilitating targeted outcomes among these consumer groups.
  • Authors

  • Choi, Wonjun
  • Jang, Wooyoung William
  • Song, Hyunseok
  • Kim, Min Jung
  • Lee, Wonju
  • Byon, Kevin K
  • Status

    Publication Date

  • July 9, 2024
  • Digital Object Identifier (doi)

    Start Page

  • 684
  • End Page

  • 704
  • Volume

  • 25
  • Issue

  • 3