How to Cite
Poulus, D., Coulter , T., Trotter, M., & Polman, R. (2022). Perceived Stressors Experienced by Competitive Esports Athletes. International Journal of Esports, 3(3). Retrieved from https://www.ijesports.org/article/73/html
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Published: 07 Mar 2022
Reviewers (Double-Blinded)
Peer reviewed by 1 anonymous reviewer
Laura Jane Filotrani
Staffordshire University London
Carl Daubert
Esports Performance Coach Association
Open Access Original Research Article

Perceived Stressors Experienced by Competitive Esports Athletes

by Dylan Poulus*, Tristan Coulter , Michael Trotter, Remco Polman
*Correspondence to Dylan Poulus, Southern Cross University, Australia
Email: dylan.poulus@scu.edu.au

Received: 31 Mar 2021 / Published: 07 Mar 2022

Abstract

Aim: The present study explored the sources of stress experienced by competitive esports athletes.

Methods and results: Cross-sectional survey. Participants were 270 esports athletes, ranked in the top 40% (determined by in-game rank) of one of five major esports: Rainbow Six: Siege, Overwatch, Counter-Strike: Global Offensive, League of Legends, and Defence of the Ancients 2. Participants reported a stressor they had recently encountered as part of a stress appraisal measure (1). 11 sources of stress reported by traditional sports athletes were reported by esports athletes (2). Furthermore, four novel esports specific stressors were identified: Technical issues, balancing life commitments, anti-social behaviour, and critical moment performance. Similar to traditional sports, teammate stressors (53.7%) and performance stressors (26.9%) were reported by 79.2% of participants. Finally, esports athletes in the 99 – 100th percentile reported more performance-related stressors than teammate stressors, whereas esports athletes in the 90 – 99th, 80 – 90th, 70 – 80th, and 60 – 70th reported more teammate-related stressors than performance stressors.

Conclusions: Results from this study could inform the development of psychological interventions for competitive esports athletes.

Keywords: Electronic Sport; Competitive Gaming; Stress; Performance Psychology; Electronic Sport, Competitive Gaming, Stress, Performance Psychology