Welcome to the inaugural article published in the Journal of Electronic Gaming and Esports (JEGE). It is my honor to have been selected as the founding editor-in-chief of JEGE. As the 27th title in the Human Kinetics’ portfolio of scholarly journals, JEGE joins a family of highly successful journal publications. JEGE is not the sole esports publication within the Human Kinetics’ library, as Hedlund et al. (2021) edited and co-authored the only Englishlanguage textbook in the topical area to-date, Esports Business Management (EBM). JEGE and EBMwill collaborate, and we will endeavor to make selected articles from JEGE available to EBM readers. Esports and electronic gaming are incredibly diverse in their orientation, and many existing journals such as the Journal of Sport Management and International Journal of Sport Communication have previously published exceptional research on the topics. However, there are very few journals with a specific focus on esports and electronic gaming, and none with the publisher backing that JEGE has achieved. JEGE strives to become the leading publication and outlet for research on esports, electronic gaming, video games, emerging gaming technology, and numerous peripheral areas listed later in this article. Because research in the areas of esports and electronic gaming have developed into standalone and legitimate research domains, JEGE now seeks to create new opportunities for researchers and scholars to publish domain-specific research, while opening up new opportunities for emerging research areas. One common theme we have heard from those who publish in this research domain is the need for research outlets specific to the emerging esports and electronic gaming disciplines. Much of the existing research has been published in “parent disciplines” or peripheral research domains. It is now time for esports and electronic gaming to have and develop their own library of focused research publications and journals. Esports and electronic gaming scholars and researchers need a dedicated space to dive deep into these research areas and foster discourse on existing and forthcoming research. We are grateful that a significant number of established research domains (e.g., sport management, communications, computer science, health, and medical sciences) have been inclusive of prior scholarship and research on esports and electronic gaming. We are confident many of these research areas will continue to support and provide research opportunities for esports and electronic gaming scholars. Creating a “home” for esports and electronic gaming research (and fostering these opportunities with a publisher-supported outlet) is one of the most important goals of JEGE. The Mission of JEGE
{"title":"Introduction to the Journal of Electronic Gaming and Esports","authors":"David P. Hedlund","doi":"10.1123/jege.2022-0010","DOIUrl":"https://doi.org/10.1123/jege.2022-0010","url":null,"abstract":"Welcome to the inaugural article published in the Journal of Electronic Gaming and Esports (JEGE). It is my honor to have been selected as the founding editor-in-chief of JEGE. As the 27th title in the Human Kinetics’ portfolio of scholarly journals, JEGE joins a family of highly successful journal publications. JEGE is not the sole esports publication within the Human Kinetics’ library, as Hedlund et al. (2021) edited and co-authored the only Englishlanguage textbook in the topical area to-date, Esports Business Management (EBM). JEGE and EBMwill collaborate, and we will endeavor to make selected articles from JEGE available to EBM readers. Esports and electronic gaming are incredibly diverse in their orientation, and many existing journals such as the Journal of Sport Management and International Journal of Sport Communication have previously published exceptional research on the topics. However, there are very few journals with a specific focus on esports and electronic gaming, and none with the publisher backing that JEGE has achieved. JEGE strives to become the leading publication and outlet for research on esports, electronic gaming, video games, emerging gaming technology, and numerous peripheral areas listed later in this article. Because research in the areas of esports and electronic gaming have developed into standalone and legitimate research domains, JEGE now seeks to create new opportunities for researchers and scholars to publish domain-specific research, while opening up new opportunities for emerging research areas. One common theme we have heard from those who publish in this research domain is the need for research outlets specific to the emerging esports and electronic gaming disciplines. Much of the existing research has been published in “parent disciplines” or peripheral research domains. It is now time for esports and electronic gaming to have and develop their own library of focused research publications and journals. Esports and electronic gaming scholars and researchers need a dedicated space to dive deep into these research areas and foster discourse on existing and forthcoming research. We are grateful that a significant number of established research domains (e.g., sport management, communications, computer science, health, and medical sciences) have been inclusive of prior scholarship and research on esports and electronic gaming. We are confident many of these research areas will continue to support and provide research opportunities for esports and electronic gaming scholars. Creating a “home” for esports and electronic gaming research (and fostering these opportunities with a publisher-supported outlet) is one of the most important goals of JEGE. The Mission of JEGE","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"115 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133134855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Esports demands exceptionally fine motor skills. Perceptual-motor abilities such as anticipation, eye–hand coordination, and peripheral perception are essential for esports gamers to achieve high-level performance and win the game. However, the understanding of perceptual-motor ability in professional esports gamers is still limited. The aim of this study was to compare the perceptual-motor skills between professional esports gamers and amateurs. Eight male professional gamers and eight amateurs participated in this study voluntarily and completed three tasks: anticipation timing, eye–hand coordination, and peripheral perception. Results showed that the professional gamers had an earlier and more consistent anticipation timing in the anticipation-timing task than amateurs across four stimulus speeds. The professional gamers displayed a wider visual perception angle than the amateurs in the peripheral perception task. Our results demonstrate that long-time esports training advanced the development of anticipation timing and peripheral perception but might not affect the ability of eye–hand coordination.
{"title":"Perceptual-Motor Abilities of Professional Esports Gamers and Amateurs","authors":"Haneol Kim, Seonjin Kim, Jianhua Wu","doi":"10.1123/jege.2022-0001","DOIUrl":"https://doi.org/10.1123/jege.2022-0001","url":null,"abstract":"Esports demands exceptionally fine motor skills. Perceptual-motor abilities such as anticipation, eye–hand coordination, and peripheral perception are essential for esports gamers to achieve high-level performance and win the game. However, the understanding of perceptual-motor ability in professional esports gamers is still limited. The aim of this study was to compare the perceptual-motor skills between professional esports gamers and amateurs. Eight male professional gamers and eight amateurs participated in this study voluntarily and completed three tasks: anticipation timing, eye–hand coordination, and peripheral perception. Results showed that the professional gamers had an earlier and more consistent anticipation timing in the anticipation-timing task than amateurs across four stimulus speeds. The professional gamers displayed a wider visual perception angle than the amateurs in the peripheral perception task. Our results demonstrate that long-time esports training advanced the development of anticipation timing and peripheral perception but might not affect the ability of eye–hand coordination.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132211988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Journal Scope and Submission Topics","authors":"","doi":"10.1123/jege.2021-00001","DOIUrl":"https://doi.org/10.1123/jege.2021-00001","url":null,"abstract":"","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126587030","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With the rapid growth of both the gaming and esports industries, millions of individuals are now playing games as a hobby or career. The intense and repetitive nature of gaming can likely increase an individual’s susceptibility to musculoskeletal injuries and pain. The purpose of this study was to assess demographic information and gaming habits of gamers and determine any association with upper-body, gaming-related pain. An online survey was used to obtain demographic information and gaming habits of individuals, as well as the location and description of upper-body pain experienced when gaming. Of the 522 respondents, 77.8% (n = 406) reported experiencing gaming-related pain in the upper body. The most prevalent areas of pain were the neck (43.9%), lower back (41.4%), and the distal upper limb (37.9%). Few strong correlations were found between any demographics or gaming habits and the presence or intensity of pain in the upper body. The results of this study demonstrate that gaming-related pain is a problem; however, due to its complex nature, it is likely that a multifaceted interaction of both gaming habits and unaccounted lifestyle factors contributes to individualized pain development.
{"title":"Upper-Body Pain in Gamers: An Analysis of Demographics and Gaming Habits on Gaming-Related Pain and Discomfort","authors":"Garrick N. Forman, Michael W. R. Holmes","doi":"10.1123/jege.2022-0018","DOIUrl":"https://doi.org/10.1123/jege.2022-0018","url":null,"abstract":"With the rapid growth of both the gaming and esports industries, millions of individuals are now playing games as a hobby or career. The intense and repetitive nature of gaming can likely increase an individual’s susceptibility to musculoskeletal injuries and pain. The purpose of this study was to assess demographic information and gaming habits of gamers and determine any association with upper-body, gaming-related pain. An online survey was used to obtain demographic information and gaming habits of individuals, as well as the location and description of upper-body pain experienced when gaming. Of the 522 respondents, 77.8% (n = 406) reported experiencing gaming-related pain in the upper body. The most prevalent areas of pain were the neck (43.9%), lower back (41.4%), and the distal upper limb (37.9%). Few strong correlations were found between any demographics or gaming habits and the presence or intensity of pain in the upper body. The results of this study demonstrate that gaming-related pain is a problem; however, due to its complex nature, it is likely that a multifaceted interaction of both gaming habits and unaccounted lifestyle factors contributes to individualized pain development.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125346499","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}