ESport programs in high school: what’s at play?

Author:

Lemay Antoine,Dufour Magali,Goyette Mathieu,Berbiche Djamal

Abstract

BackgroundA 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.MethodsThe 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.ResultsResults 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.ConclusionThese 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.

Publisher

Frontiers Media SA

Subject

Psychiatry and Mental health

Reference75 articles.

1. Learning and technology policy framework2013

2. Digital learning strategy

3. Portrait des usages du numérique dans les écoles québécoises2023

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