![]() In addition, various Esports tournaments are being held for high school students, such as ALL JAPAN High School Esports Championship, and the National High School Esports Tournament. Junior and high schools are adopting Esports at an increasing pace, the National Athletic Meet cultural program “Prefectural Esports Tournament” being held per year since 2019 in Japan. In addition, the official Esports organization, which is called the Japan Esports Union (JeSU) was established in 2017. Esports in Japan had not flourished despite its large video game market there were various Esports tournaments that have started in recent years. The most attractive attention point of Esports in Japan is the element of teamwork. Esports is growing around the world, where more and more individuals are engaging as players or spectators. Over millions of players play games and participate in electronic competitions daily, leading to a rapid proliferation in the number of players globally. While there is no consensus on the definition, it is generally agreed that Esports are competitive gaming activities. The term Esports, is short for electronic sports, and Esports are considered a variant of video gaming. Online video games range from strategic maze-based games and falling blocks games where players battle, shooters games, and sports games where a player may team up to play with a small group of players, and to large scale multiplayer online battle, and so on. In recent years, there has been an exponential increase in the popularity of online video games, owing to technological advancements in network capabilities. Even though this pilot study is limited by the small sample size, we concluded that the risk of these activities leading to problematic gaming might be low. Our program provided the participation time and frequency of Esports, type of game, and motivation of the participants are adequately considered. The results indicated there was no significant worsening in any of the scores after the program. The program was held once a week at the welfare service center, where the participants played a set game for 60 min. The Internet Gaming Disorder Test (IGD-20) scores, Kid-KINDL scores, and gaming time at home were assessed in eight children with ASD before beginning the Esports program and at the three-month follow-up timepoint. In this study, we aimed to examine whether participation in an Esports program would lead to problematic gaming or GD in children with ASD. ![]() Children with autism spectrum disorder (ASD) have a high rate of digital gaming use, and their characteristics, such as social communication deficits and restricted interests, might contribute to problematic gaming. The prevalence of problematic gaming and gaming disorders (GD) is predicted to increase in adolescents. ![]() Esports (electronic sports) programs are a variant of competitive gaming and have expanded worldwide in recent years. ![]()
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