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Psychological Predictors of Long-term Esports Success: A Registered Report

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11410%2F24%3A10482248" target="_blank" >RIV/00216208:11410/24:10482248 - isvavai.cz</a>

  • Result on the web

    <a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=Z.PBEIbbEu" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=Z.PBEIbbEu</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1525/collabra.117677" target="_blank" >10.1525/collabra.117677</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Psychological Predictors of Long-term Esports Success: A Registered Report

  • Original language description

    The competitive play of digital games, esports, has attracted worldwide attention of hundreds of millions of young people. Although esports players are known to practice in similar ways to other athletes, it remains largely unknown what factors contribute to high performance and to what degree. In the present confirmatory study, our goal was to test whether deliberate practice theory, which has successfully been applied to other sports earlier, can predict high esports performance with other psychologically relevant variables. The study was carried out with participants from Counter-Strike: Global Offensive ( N = 186) and League of Legends ( N = 411). In both esports, we found evidence for deliberate practice not having a meaningful effect on performance (null: r &gt; .3 in Counter-Strike: Global Offensive and r &gt; .2 in League of Legends, observed: .02 in Counter-Strike: Global Offensive and-.01 in League of Legends). On the other hand, the results confirmed younger age predicting better performance (-.33 and-.22, respectively). Additionally, we were able to confirm two game-specific findings: attention (-.30, Counter-Strike: Global Offensive) and non-deliberate practice hours (.26, League of Legends) meaningfully predicted performance in one but not both esports. The effects of all other variables-including intelligence, reaction time, and persistence-were confirmed to be null or inconclusive in both esports. We discuss the results against game design and hypothesize esports-specific information density as a potential explanation to differences in performance prediction. The findings can be useful for esports teams, coaches, and all individuals pursuing success in esports.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    50101 - Psychology (including human - machine relations)

Result continuities

  • Project

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2024

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Collabra. Psychology

  • ISSN

    2474-7394

  • e-ISSN

    2474-7394

  • Volume of the periodical

    10

  • Issue of the periodical within the volume

    1

  • Country of publishing house

    US - UNITED STATES

  • Number of pages

    18

  • Pages from-to

    117677

  • UT code for WoS article

    001269754200001

  • EID of the result in the Scopus database

    2-s2.0-85195091472