eSport: Friend or Foe?
File version
Accepted Manuscript (AM)
Author(s)
Trotter, M
Poulus, D
Borkoles, E
Griffith University Author(s)
Primary Supervisor
Other Supervisors
Editor(s)
Date
Size
File type(s)
Location
Darmstadt, Germany
License
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.
Journal Title
Conference Title
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Book Title
Edition
Volume
11243
Issue
Thesis Type
Degree Program
School
Publisher link
Patent number
Funder(s)
Grant identifier(s)
Rights Statement
Rights Statement
© 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
Item Access Status
Note
Access the data
Related item(s)
Subject
Health services and systems
Public health
Persistent link to this record
Citation
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