SOCIAL AND DEVELOPMENTAL EFFECTS OF ESPORTS AND THE GAMING INDUSTRY

Autori

  • Dejan Dašić Information Technology School, Belgrade + Faculty of Sport, University “Union-Nikola Tesla”, Belgrade, Serbia Author

DOI:

https://doi.org/10.59864/sam110104DD

Ključne reči:

esports, gaming industry, youth, digital competencies, social capital

Apstrakt

Esports and the gaming industry have become significant social phenomena that increasingly influence young people, education, and the broader processes of digital transformation. The subject of this paper is the analysis of the social and developmental effects of esports and gaming, with particular emphasis on their impact on youth. The aim of the study is to examine, based on relevant scientific literature, both the positive aspects of developing digital competencies, cognitive abilities, socialization, and social capital, as well as the risks associated with problematic gaming, health-related challenges, and toxic communication in digital environments. The findings indicate that esports can contribute to the development of skills that are essential for the digital society, while simultaneously generating certain psychosocial, educational, and ethical risks. It is concluded that maximizing the positive effects and minimizing the negative consequences requires cooperation among families, educational institutions, governmental bodies, and the gaming industry. Future research should focus on the empirical examination of the long-term social consequences of esports and its role in shaping the digital generation.

##plugins.themes.default.displayStats.downloads##

##plugins.themes.default.displayStats.noStats##

Reference

Adachi, P. J. C., & Willoughby, T. (2013). More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades. Journal of Youth and Adolescence, 42(7), 1041–1052. https://doi.org/10.1007/s10964-013-9913-9

Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of Gambling Studies, 35(2), 351–365. https://doi.org/10.1007/s10899-018-9763-1

Barr, M. (2017). Video games can develop graduate skills in higher education students: A randomised trial. Computers & Education, 113, 86–97. https://doi.org/10.1016/j.compedu.2017.05.016

Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77–110. https://doi.org/10.1037/bul0000130

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. J. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, Article 106974. https://doi.org/10.1016/j.chb.2021.106974

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004

Dašić, D. (2018). Sport and industry of sport as a central component of social and economic development process. Srpska Akademska Misao, 3(1), 27–42. https://www.sam.edu.rs/index.php/sam/article/view/16

Dašić, D. (2025). Socio-ekonomski i kulturni aspekti e-sporta – pregled literature. Ekonomski signali: poslovni magazin, 20(2), 17–38. https://doi.org/10.5937/ekonsig2502017D

Dašić, D., Vitković, B., & Ilievska Kostadinović, M. (2024). The influence of e-sports on economy, education and cultural communication. International Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE), 12(3), 647–655. https://doi.org/10.23947/2334-8496-2024-12-3-647-655

Dašić, D., Vučić, V., Turčinović, Ž., & Tošić, M. (2023). Digital marketing: Marketing opportunities and the power of virtual consumers. Economics of Agriculture, 70(4), 1187–1199. https://doi.org/10.59267/ekoPolj23041187D

DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G., & Zwibel, H. (2019). Managing the health of the eSport athlete: An integrated health management model. BMJ Open Sport & Exercise Medicine, 5(1), e000467. https://doi.org/10.1136/bmjsem-2018-000467

Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-Learning, 2(1), 5–16. https://doi.org/10.2304/elea.2005.2.1.5

Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857

Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534–537. https://doi.org/10.1038/nature01647

Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering participatory communities of play within live mixed media. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1315–1324). https://doi.org/10.1145/2556288.2557048

Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-0085

Ilievska Kostadinović, M., Kostadinović, G., Dašić, D., & Jeličić, G. (2025). The role of education and the digital era in reducing the economic gap and gender inequality. International Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE), 13(2), 531–540. https://doi.org/10.23947/2334-8496-2025-13-2-531-540

Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) athletes: Where eSports fit within the definition of sport. Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517

Kim, G. M., Jeong, E. J., Lee, J. Y., & Yoo, J. H. (2022). Role of social capital in adolescents’ online gaming: A longitudinal study focused on the moderating effect of social capital between gaming time and psychosocial factors. Frontiers in Psychology, 13, Article 931134. https://doi.org/10.3389/fpsyg.2022.931134

King, D. L., Gradisar, M., Drummond, A., Lovato, N., Wessel, J., Micic, G., Douglas, P., Delfabbro, P., & Gavidia-Payne, S. (2013). The impact of prolonged violent video-gaming on adolescent sleep: An experimental study. Journal of Sleep Research, 22(2), 137–143. https://doi.org/10.1111/j.1365-2869.2012.01060.x

Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7), 447–453. https://doi.org/10.1089/cyber.2013.0656

Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278–296. https://doi.org/10.1007/s11469-011-9318-5

Mihara, S., & Higuchi, S. (2017). Cross-sectional and longitudinal epidemiological studies of internet gaming disorder: A systematic review of the literature. Psychiatry and Clinical Neurosciences, 71(7), 425–444. https://doi.org/10.1111/pcn.12532

Paulus, F. W., Ohmann, S., von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645–659. https://doi.org/10.1111/dmcn.13754

Pontes, H. M., Schivinski, B., Sindermann, C., Li, M., Becker, B., Zhou, M., & Montag, C. (2021). Measurement and conceptualization of gaming disorder according to the World Health Organization framework: The development of the Gaming Disorder Test. International Journal of Mental Health and Addiction, 19, 508–528. https://doi.org/10.1007/s11469-019-00088-z

Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023

Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports research: A literature review. Games and Culture, 15(1), 32–50. https://doi.org/10.1177/1555412019840892

Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272. https://doi.org/10.1016/j.jbusres.2015.07.039

Stevens, M. W. R., Dorstyn, D., Delfabbro, P. H., & King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry, 55(6), 553–568. https://doi.org/10.1177/0004867420962851

Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832–839. https://doi.org/10.1016/j.chb.2011.12.003

Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10.1037/a0031311

Zhong, Y., Guo, K., Su, J., & Chu, S. K. W. (2022). The impact of esports participation on the development of 21st century skills in youth: A systematic review. Computers & Education, 191, Article 104640. https://doi.org/10.1016/j.compedu.2022.104640

##submission.downloads##

Objavljeno

2026-06-28

Najčitanije od istog autora