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ORIGINAL RESEARCH article

Front. Psychol.
Sec. Psychology of Aging
Volume 15 - 2024 | doi: 10.3389/fpsyg.2024.1460966

Older people in the world of esport: a qualitative study

Provisionally accepted
Catherine Esnard Catherine Esnard 1,2*Haza Marion Haza Marion 3Rebeca Grangeiro Rebeca Grangeiro 2
  • 1 University of Poitiers, Poitiers, France
  • 2 UMR7295 Centre de recherches sur la cognition et l'apprentissage (CeRCA), Poitiers, Poitou-Charentes, France
  • 3 Université Paris Cité, Paris, Île-de-France, France

The final, formatted version of the article will be published soon.

    The inclusion of older players in the gaming world is growing rapidly, leading to the emergence of specific categories for them at major esport events. The aim of this study is to analyze the psychological issues faced by older people when engaging with the competitive context of esport.The study was conducted in 2021 within the French association Silver Geek, which offers digital workshops using Nintendo Wii consoles to older people living in retirement homes and organizes annual amateur competitions between teams of older adults. This qualitative study involved 16 participants (eight women, eight men) aged 63 to 97 years. Semi-structured interviews were used to explore the motivations, emotional well-being, and social impact of esport on older people.The results show that older people who participate in esport are motivated by the discovery and mastery of new game skills, as well as the pleasure of performance through social comparison. All experience a psychological well-being that translates into intense positive emotions. Moreover, the esport context, whether during the pre-competition workshops or the competitions themselves, proved to be a strong vector for positive social relationships, especially with the young e-sports coaches. However, this activity had little impact on existing family relationships.This study highlights the potential of esport as a recreational activity to promote mental health and social integration in older adults. The challenge for future research is to identify the levers that will enable this activity to become a true medium for intergenerational communication.

    Keywords: older people, eSport, psychological well-being, qualitative study, social psychology

    Received: 07 Jul 2024; Accepted: 08 Oct 2024.

    Copyright: © 2024 Esnard, Marion and Grangeiro. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Catherine Esnard, University of Poitiers, Poitiers, France

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.