AUTHOR=Lemay Antoine , Dufour Magali , Goyette Mathieu , Berbiche Djamal TITLE=ESport programs in high school: what’s at play? JOURNAL=Frontiers in Psychiatry VOLUME=15 YEAR=2024 URL=https://www.frontiersin.org/journals/psychiatry/articles/10.3389/fpsyt.2024.1306450 DOI=10.3389/fpsyt.2024.1306450 ISSN=1664-0640 ABSTRACT=Background

A growing number of high schools in Canada offer eSports (ES) in their facilities, which raises concerns regarding this activity’s potential health risks for adolescents.

Methods

The aim of this study is to describe the characteristics of 67 adolescent ES players (ESp) and to compare them to 109 recreational gamers in their high school (nESp). The two groups were compared on (1) sociodemographic and academic characteristics; (2) online and offline activities; (3) psychological characteristics.

Results

Results show that ESp spend more time on online activities and report a higher proportion of problematic gaming compared to the nESp group. ESp report more often that gaming has positive consequences on their physical health and report more often negative consequences on their education compared to the nESp group.

Conclusion

These results underscore the importance of screening gaming problems among adolescent ES players. Targeted prevention should be carried out with these teenagers and in order to be adapted, prevention efforts should consider both, the positive and negative consequences that ESp experience from gaming.