eSport: Friend or Foe?

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Polman, R
Trotter, M
Poulus, D
Borkoles, E
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2018
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Darmstadt, Germany

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Abstract

eSport is a growing industry in terms of its players, spectators and economic value and will be included in the 2024 Paris Olympics. Although interest initially in eSport was mainly associated with younger males, eSport has the potential to bring about health behaviour change across the wider population of users. This paper discusses the potential of eSport to influence health outcomes across the lifespan and address some of the major barriers that will help individuals to change their physical activity behaviours. Considering the exponential growth in eSport, it is important for academics and policy makers to recognise and seize the opportunities arising from eSport.

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Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

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11243

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© Springer Nature Switzerland AG 2018. This is the author-manuscript version of this paper. Reproduced in accordance with the copyright policy of the publisher.The original publication is available at www.springerlink.com

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Health services and systems

Public health

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Polman, R; Trotter, M; Poulus, D; Borkoles, E, eSport: Friend or Foe?, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2018, 11243, pp. 3-8