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Social Support, Sel...
Social Support, Self-Regulation, and Psychological Skill Use in E-Athletes
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- Trotter, Michael G. (author)
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, QLD, Brisbane, Australia
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- Coulter, Tristan J. (author)
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, QLD, Brisbane, Australia
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- Davis, Paul A. (author)
- Umeå universitet,Institutionen för psykologi
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- Poulus, Dylan R. (author)
- School of Health and Human Sciences, Southern Cross University, QLD, Bilinga, Australia
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- Polman, Remco (author)
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, QLD, Brisbane, Australia
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(creator_code:org_t)
- 2021-11-11
- 2021
- English.
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In: Frontiers in Psychology. - : Frontiers Media S.A.. - 1664-1078. ; 12
- Related links:
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https://doi.org/10.3...
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https://umu.diva-por... (primary) (Raw object)
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https://urn.kb.se/re...
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Abstract
Subject headings
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- The aims of the present study were twofold. First, to investigate self-reported social support, self-regulation, and psychological skill use in esports athletes (e-athletes) compared to traditional athletes. Second, to determine if self-reported social support, self-regulation, and psychological skill use influenced e-athlete in-game rank. An online survey was used to collect data from an international sample of e-athletes (n = 1,444). The e-athletes reported less social support, self-regulation, and psychological skill use than reported by traditional athletes in previous studies. E-athletes with higher scores in social support, self-regulation, and psychological skill use was associated with higher in-game rank. The lack of an organisational structure in esports may be a contributing factor as to why e-athletes score lower than traditional athletes on social support, self-regulation, and psychological skill use. Future research is warranted to explore the development of esports programs aiming to promote athletes’ social support, self-regulation, and use of psychological skills to enhance in-game performance and well-being.
Subject headings
- SAMHÄLLSVETENSKAP -- Psykologi -- Psykologi (hsv//swe)
- SOCIAL SCIENCES -- Psychology -- Psychology (hsv//eng)
- MEDICIN OCH HÄLSOVETENSKAP -- Hälsovetenskap -- Idrottsvetenskap (hsv//swe)
- MEDICAL AND HEALTH SCIENCES -- Health Sciences -- Sport and Fitness Sciences (hsv//eng)
Keyword
- competitive video games
- cyber sport
- e-athlete
- esports
- psychological skills
- self-regulation
- social support
- video game
Publication and Content Type
- ref (subject category)
- art (subject category)
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