eSport: Friend or foe?

Abstract

eSport is a growing industry in terms of its players, spectators and economic value and will be included in the 2024 Paris Olympics. Although interest initially in eSport was mainly associated with younger males, eSport has the potential to bring about health behaviour change across the wider population of users. This paper discusses the potential of eSport to influence health outcomes across the lifespan and address some of the major barriers that will help individuals to change their physical activity behaviours. Considering the exponential growth in eSport, it is important for academics and policy makers to recognise and seize the opportunities arising from eSport

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