Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study. (December 2022)
- Record Type:
- Journal Article
- Title:
- Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study. (December 2022)
- Main Title:
- Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study
- Authors:
- Pluss, Matthew A.
Novak, Andrew R.
Bennett, Kyle J.M.
McBride, Ignatius
Panchuk, Derek
Coutts, Aaron J.
Fransen, Job - Abstract:
- Abstract: This study followed a longitudinal design to objectively monitor practice behaviors of professional and semi-professional esports players over a year. Publicly available data were collected from 30 male Counter-Strike: Global Offensive players (age: 23.76 ± 2.88y). Players were classified into two groups: professional (n = 18) or semi-professional (n = 12). The total hours of practice (all game-specific practice) and the competitive hours of practice (time spent in competitive modes only) were collected weekly. Generalised Estimating Equations were used to compare the practice behaviors of the two groups. Professional and semi-professional esports players completed an average of 30.9 ± 8.2 h and 24.7 ± 3.6 h per week of total game-specific practice, respectively, and 19.6 ± 6.9 and 15.0 ± 2.7 h of competitive practice, respectively. A significant week ∗ group interaction was observed for total practice time (Wald χ2 = 9.48, p = 0.002) and total competition practice time (Wald χ2 = 7.54, p = 0.006). Specifically, professional esports players completed 6.6 (SE = 2.2) hr per week more of total practice hours than semi-professional players, of which 4.8 (SE = 1.8) hr were competitive practice. This sample of expert esports performers complete high volumes of practice which can be monitored via publicly accessible repositories. Highlights: Public data repositories can be used to objectively and longitudinally monitor practice behaviors of esports players. PracticeAbstract: This study followed a longitudinal design to objectively monitor practice behaviors of professional and semi-professional esports players over a year. Publicly available data were collected from 30 male Counter-Strike: Global Offensive players (age: 23.76 ± 2.88y). Players were classified into two groups: professional (n = 18) or semi-professional (n = 12). The total hours of practice (all game-specific practice) and the competitive hours of practice (time spent in competitive modes only) were collected weekly. Generalised Estimating Equations were used to compare the practice behaviors of the two groups. Professional and semi-professional esports players completed an average of 30.9 ± 8.2 h and 24.7 ± 3.6 h per week of total game-specific practice, respectively, and 19.6 ± 6.9 and 15.0 ± 2.7 h of competitive practice, respectively. A significant week ∗ group interaction was observed for total practice time (Wald χ2 = 9.48, p = 0.002) and total competition practice time (Wald χ2 = 7.54, p = 0.006). Specifically, professional esports players completed 6.6 (SE = 2.2) hr per week more of total practice hours than semi-professional players, of which 4.8 (SE = 1.8) hr were competitive practice. This sample of expert esports performers complete high volumes of practice which can be monitored via publicly accessible repositories. Highlights: Public data repositories can be used to objectively and longitudinally monitor practice behaviors of esports players. Practice behaviors of professional and semi-professional esports players can involve >30 h/week of practice. Professional players accumulate more hours of practice per week than semi-professional players. A high volume of expert esports practice is performed in competitive, game-specific activities. … (more)
- Is Part Of:
- Computers in human behavior. Volume 137(2022)
- Journal:
- Computers in human behavior
- Issue:
- Volume 137(2022)
- Issue Display:
- Volume 137, Issue 2022 (2022)
- Year:
- 2022
- Volume:
- 137
- Issue:
- 2022
- Issue Sort Value:
- 2022-0137-2022-0000
- Page Start:
- Page End:
- Publication Date:
- 2022-12
- Subjects:
- Sedentary behavior -- Video games -- Gaming -- Electronic sports -- Expert performance -- Skilled performance
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2022.107421 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 23050.xml