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

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

    <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>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

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

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

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

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50101 - Psychology (including human - machine relations)

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2024

  • Kód důvěrnosti údajů

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

Údaje specifické pro druh výsledku

  • Název periodika

    Collabra. Psychology

  • ISSN

    2474-7394

  • e-ISSN

    2474-7394

  • Svazek periodika

    10

  • Číslo periodika v rámci svazku

    1

  • Stát vydavatele periodika

    US - Spojené státy americké

  • Počet stran výsledku

    18

  • Strana od-do

    117677

  • Kód UT WoS článku

    001269754200001

  • EID výsledku v databázi Scopus

    2-s2.0-85195091472