ArticlePloS one2023
The effect of playing e-sports games on young people's desire to engage in physical activity: Mediating effects of social presence perception and virtual sports experience.
Article in PloS one, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed.
- The effect of exercise training videos on self-esteem of 7-10-year-old obese girls: A randomized controlled trial.BMC public health · 2025Trial
- Chain-mediated effects of multiple factors in physical activity on self-rated health among sedentary college students.Scientific reports · 2026Article
- Injuries and Overuse Injuries in Esports.Sports (Basel, Switzerland) · 2026Article
- From reductionism to complex systems: Paradigm shift and knowledge evolution in competitive sports research using BERTopic.PloS one · 2026Article
- Comparison of body mass index and physical activity levels of e-sportsmen.Frontiers in public health · 2025Article
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- NPCs in video games: a reflective resource for sports coaches and participant engagement.Frontiers in sports and active living · 2024Article
- Prevalence and Prediction of Video Gaming Addiction Among Saudi Adolescents, Using the Game Addiction Scale for Adolescents (GASA).Psychology research and behavior management · 2024Article
- Investigation of the playing digital games on shoulder flexibility, muscle strength and reaction speed in volleyball players.Frontiers in public health · 2024Article
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Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
E-sports game experiences can help enhance young peoples' willingness to participate in sports and fitness. However, e-sports game studies have mostly focused on users' violent tendencies and aggressive behaviors, and less attention has been paid to the positive effects on young peoples' sports health. The purpose of this study is to provide reasonable guidance young people away from sedentary, addictive and other negative behaviors and to promote active sports and healthy exercise and development. Following the random sampling criteria, questionnaires were distributed to Chinese young people aged 14 to 24 through gaming communities as well as social media platforms, and 1608 valid questionnaires were obtained after eliminating invalid ones. The influence mechanism of e-sports game experience on young peoples' intention to participate in sports and fitness was examined empirically by using factor analysis and structural equation modeling. The e-gaming scenes (β = 0.399, p<0.01), virtual sports experience (β = 0.257, p<0.01), and social presence (β = 0.258 p<0.01) each had a significant positive effect on young peoples' intention to participate in sports and fitness; virtual sports experience [OR]0.099, 95%: CI 0.077-0.121 and social presence[OR]0.052, 95%: CI 0.035-0.071, were known to have mediating utility in the e-gaming scenario's influence on young peoples' intention to participate in sports and fitness. Using the significant features of sports video games such as entertainment and simulation to awaken the interest and willingness to participate in young people sports is an innovative way to accelerate the development of mass sports.
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