Psychosocial outcomes of Esports players in Portugal

Detalhes bibliográficos
Autor(a) principal: Santos, Pedro Miguel de Oliveira Alves Simões dos
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.14/33400
Resumo: Esports is the term used to describe organized and competitive videogaming, meaning “electronic sports”. This study focused on the psychosocial characterization and description of Esports players in Portugal. Specifically, the main objectives were to characterize the motivations, feelings and experience of these practitioners, while at the same time measure their perceived stress, psychological wellbeing and social connectedness levels. Being the first study on Esports Psychology in Portugal, an exploratory, mixed-method approach was chosen, to gather as much data as possible about the population. A sociodemographic questionnaire and a specific questionnaire with questions about Esports was used, as well as three different psychological instruments for the three principal variables in study: the Perceived Stress Scale, the Flourishing Scale and the Social Connectedness Scale-Revised. The results go in line with the international literature, with participants having a moderate-high level of perceived stress, high levels of social connectedness and high levels of psychological wellbeing. Both high levels of social connectedness and lower levels of perceived stress predicted participants’ psychological wellbeing, explaining 60.9% of its variance, something that goes in line with the answers given on the qualitative questions and the literature. A thematic analysis was made to these answers on Esports, revealing the perceptions about the advantages, disadvantages, and motivations that this practice entails, with participants reporting their friends and social groups, the playing itself and the competitive aspects as the most rewarding parts of participating in Esports competitions. Limitations and suggestions for future research are pointed, such as broader experimental studies, with a bigger sample size and different variables.
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spelling Psychosocial outcomes of Esports players in PortugalEsportsPsychosocial outcomesStressSocial connectednessPsychological wellbeingIndicadores psicossociaisConectividade socialBem estarDomínio/Área Científica::Ciências Sociais::PsicologiaEsports is the term used to describe organized and competitive videogaming, meaning “electronic sports”. This study focused on the psychosocial characterization and description of Esports players in Portugal. Specifically, the main objectives were to characterize the motivations, feelings and experience of these practitioners, while at the same time measure their perceived stress, psychological wellbeing and social connectedness levels. Being the first study on Esports Psychology in Portugal, an exploratory, mixed-method approach was chosen, to gather as much data as possible about the population. A sociodemographic questionnaire and a specific questionnaire with questions about Esports was used, as well as three different psychological instruments for the three principal variables in study: the Perceived Stress Scale, the Flourishing Scale and the Social Connectedness Scale-Revised. The results go in line with the international literature, with participants having a moderate-high level of perceived stress, high levels of social connectedness and high levels of psychological wellbeing. Both high levels of social connectedness and lower levels of perceived stress predicted participants’ psychological wellbeing, explaining 60.9% of its variance, something that goes in line with the answers given on the qualitative questions and the literature. A thematic analysis was made to these answers on Esports, revealing the perceptions about the advantages, disadvantages, and motivations that this practice entails, with participants reporting their friends and social groups, the playing itself and the competitive aspects as the most rewarding parts of participating in Esports competitions. Limitations and suggestions for future research are pointed, such as broader experimental studies, with a bigger sample size and different variables.Esports é o termo usado para descrever a prática organizada e competitiva de videojogos, significando “desportos eletrónicos”. Este estudo centrou-se na caracterização psicossocial e qualificação dos jogadores de Esports em Portugal. Especificamente, tentámos caracterizar as motivações, sentimentos e experiências destes praticantes, e ao mesmo tempo medir os níveis de stresse percebido, bem-estar psicológico e níveis de conexão social. Sendo o primeiro estudo sobre Psicologia dos Esports em Portugal, optou-se por uma abordagem exploratória e de métodos mistos, para recolher o máximo de dados possíveis sobre a população. Foi utilizado um questionário sociodemográfico e um questionário específico com questões sobre Esports, além de três instrumentos psicológicos distintos para as três principais variáveis em estudo: Escala de Stresse Percebido, Escala de Social Connectedness-Revista e a Escala de Florescimento. Os resultados estão de acordo com a literatura internacional, com os participantes a apresentar um nível moderado-alto de stresse percebido, altos níveis de conexão social e altos níveis de bem-estar psicológico. Alto nível de social connectedness e baixo nível de stresse percebido foram considerados preditores significativos do bem-estar dos participantes, explicando 60.9% da sua variância, o que vai ao encontro das respostas dadas nas questões qualitativas e da literatura. Foi realizada uma análise temática às respostas abertas sobre os Esports, revelando as perceções dos participantes quanto às vantagens, desvantagens e motivações que esta prática acarreta, com os participantes referindo-se aos seus amigos e grupos sociais, ao jogo em si e aos aspetos competitivos como sendo as partes mais gratificantes da participação em competições de Esports . Limitações e sugestões para pesquisas futuras são apontadas, nomeadamente a criação de estudos com metodologias experimentais numa população mais alargada e com diferentes variáveis.Francisco, Rita Mafalda CostaVeritati - Repositório Institucional da Universidade Católica PortuguesaSantos, Pedro Miguel de Oliveira Alves Simões dos2021-06-01T11:01:37Z2020-11-1620202020-11-16T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.14/33400TID:202723992enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-12T17:39:03Zoai:repositorio.ucp.pt:10400.14/33400Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T18:27:09.249101Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Psychosocial outcomes of Esports players in Portugal
title Psychosocial outcomes of Esports players in Portugal
spellingShingle Psychosocial outcomes of Esports players in Portugal
Santos, Pedro Miguel de Oliveira Alves Simões dos
Esports
Psychosocial outcomes
Stress
Social connectedness
Psychological wellbeing
Indicadores psicossociais
Conectividade social
Bem estar
Domínio/Área Científica::Ciências Sociais::Psicologia
title_short Psychosocial outcomes of Esports players in Portugal
title_full Psychosocial outcomes of Esports players in Portugal
title_fullStr Psychosocial outcomes of Esports players in Portugal
title_full_unstemmed Psychosocial outcomes of Esports players in Portugal
title_sort Psychosocial outcomes of Esports players in Portugal
author Santos, Pedro Miguel de Oliveira Alves Simões dos
author_facet Santos, Pedro Miguel de Oliveira Alves Simões dos
author_role author
dc.contributor.none.fl_str_mv Francisco, Rita Mafalda Costa
Veritati - Repositório Institucional da Universidade Católica Portuguesa
dc.contributor.author.fl_str_mv Santos, Pedro Miguel de Oliveira Alves Simões dos
dc.subject.por.fl_str_mv Esports
Psychosocial outcomes
Stress
Social connectedness
Psychological wellbeing
Indicadores psicossociais
Conectividade social
Bem estar
Domínio/Área Científica::Ciências Sociais::Psicologia
topic Esports
Psychosocial outcomes
Stress
Social connectedness
Psychological wellbeing
Indicadores psicossociais
Conectividade social
Bem estar
Domínio/Área Científica::Ciências Sociais::Psicologia
description Esports is the term used to describe organized and competitive videogaming, meaning “electronic sports”. This study focused on the psychosocial characterization and description of Esports players in Portugal. Specifically, the main objectives were to characterize the motivations, feelings and experience of these practitioners, while at the same time measure their perceived stress, psychological wellbeing and social connectedness levels. Being the first study on Esports Psychology in Portugal, an exploratory, mixed-method approach was chosen, to gather as much data as possible about the population. A sociodemographic questionnaire and a specific questionnaire with questions about Esports was used, as well as three different psychological instruments for the three principal variables in study: the Perceived Stress Scale, the Flourishing Scale and the Social Connectedness Scale-Revised. The results go in line with the international literature, with participants having a moderate-high level of perceived stress, high levels of social connectedness and high levels of psychological wellbeing. Both high levels of social connectedness and lower levels of perceived stress predicted participants’ psychological wellbeing, explaining 60.9% of its variance, something that goes in line with the answers given on the qualitative questions and the literature. A thematic analysis was made to these answers on Esports, revealing the perceptions about the advantages, disadvantages, and motivations that this practice entails, with participants reporting their friends and social groups, the playing itself and the competitive aspects as the most rewarding parts of participating in Esports competitions. Limitations and suggestions for future research are pointed, such as broader experimental studies, with a bigger sample size and different variables.
publishDate 2020
dc.date.none.fl_str_mv 2020-11-16
2020
2020-11-16T00:00:00Z
2021-06-01T11:01:37Z
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